Gaming machine capable of realistically informing of a payout rate

ABSTRACT

The present invention provides a gaming machine that is capable of realistically informing a player of a possibility that a payout rate becomes high, by means of an effective rendering. The gaming machine is capable of increasing a probability of migration to a bonus game and then increasing an opportunity of increasing a prize to a player by performing re-scroll while leaving a bonus symbol. In addition, the gaming machine is capable of increasing a probability of migration to a bonus game by means of an effective rendering called re-scroll to be thereby able to realistically inform a player of a possibility that a payout rate becomes high.

CROSS REFERENCE TO RELATED APPLICATIONS

This application claims priority of Japanese Patent Application No.2010-250313 filed on Nov. 8, 2010. The contents of this application areincorporated herein by reference in their entirety.

BACKGROUND OF THE INVENTION

1. Field of the Invention

The present invention relates to a gaming machine that is capable ofrepeatedly executing a unit game.

2. Description of the Related Art

A gaming machine adapted to repeatedly execute a unit game is proposed,the gaming machine being adapted to transfer a symbol (a so called WILDsymbol) that is employed as one of symbols constituting a predeterminedsymbol combination for a prize to be awarded, to a subsequent unit game(for example, refer to International Application Publication No. WO01/72387).

In recent years, in casinos outside Japan, there has been a tendencythat popularity of slot machines lowers, whereas popularity of tablegames or the like rises. One of the causes is deemed to be a low payoutrate of slot machines.

Slot machines that are capable of changing a payout rate in gamingfacilities such as casinos have been conventionally known as well. Eachof such slot machines has a switch for changing the payout rate. In thegaming facilities, after closing their shops, the staffs can changesetting of the payout rate by operating the switch in accordance with aplay situation in the gaming facilities. However, players cannotdirectly check whether the payout rate is highly set or is lowly set.Therefore, even in a case where the payout rate has been highly set,players cannot be informed of the fact, and it has been a lowpossibility that a player can enjoy game at a slot machine at which thepayout rate is highly set. Accordingly, even in the case where thepayout rate has been highly set, players who visit the gaming facilitiescannot always enjoy game, the number of players who play at slotmachines cannot always be increased, and it has been difficult toincrease sales in gaming facilities exerted by slot machines.

The present invention has been made in order to solve the conventionalproblem as described above, and it is an object of the present inventionto provide a gaming machine that is capable of realistically informing aplayer of a possibility that a payout rate becomes high, by means of aneffective rendering.

SUMMARY OF THE INVENTION

A gaming machine according to embodiment of the present inventioncomprising:

an input device for starting a basic game;

a plurality of reels on which a plurality of symbol groups arerespectively drawn;

a display configured to display an image;

an operating portion that is capable of being operated by a player, forspecifying a change of a payout rate; and

a controller configured to execute processing operations of:

(a) based on an input to the input device, randomly determining symbolsto be displayed for a player when scroll of a plurality of symbol arraysstops and then starting a basic game;

(b) scrolling a respective one of a plurality of symbol arrays that aredisplayed on the display;

(c) based on a result of the random determination, sequentially stoppinga respective one of a plurality of symbol arrays that are scrolled;

(d) in accordance with an operation of the operating portion, leaving abonus symbol for migrating to a bonus game from among the respectivesymbols of the stopped symbol arrays and then re-scrolling symbols;

(e) determining whether or not to migrate to the bonus game, based on abonus symbol displayed after the re-scroll is stopped and the left bonussymbol; and

(f) executing the bonus game, based on a result of the determination.

In this configuration, in a gaming machine adapted to randomly determinesymbols that are displayed for a player when scroll of a plurality ofsymbol arrays stop and then award a prize to the player, based on thestopped symbols, in a case where the stopped symbols include a bonussymbol, symbols are re-scrolled in a state in which the bonus symbol isleft, and then, it is determined whether or not to execute a bonus game,based on the left bonus symbol and a bonus symbol that is displayed bymeans of re-scrolling, whereby at the time of re-scrolling, symbols tobe displayed in a stopped state in a display region are randomlydetermined for fewer symbols. For example, at least one bonus symbol isassigned to each of a plurality of reels, and if the symbols that aredisplayed in a stopped state in two of the plurality of reelsrespectively include at least one bonus symbol, re-scrolling isperformed as to any other reel. A probability that the bonus symbolsthat are included in such any other reel form a combination as a resultof the re-scrolling becomes higher than a probability that bonus symbolsform a combination as a result of scrolling of all the reels. In thismanner, it is possible to increase a probability that bonus symbols forma combination by means of scrolls including a first scroll andre-scroll.

Accordingly, a probability of migration to a bonus game is increased tobe thereby able to increase an opportunity of increasing a prize to aplayer.

In addition, a probability of increasing a probability of migration to abonus game by means of an effective rendering called re-scroll isincreased to thereby able to realistically inform a player of apossibility that a payout rate becomes high.

A gaming machine according to embodiment of the present invention,comprising:

an input device for starting a basic game;

a plurality of reels on which a plurality of symbol groups arerespectively drawn;

a display configured to display an image;

an operating portion that is capable of being operated by a player, forspecifying a change of a payout rate; and

a controller configured to execute processing operations of:

(a) based on an input to the input device, randomly determining symbolsto be displayed for a player when scroll of a plurality of symbol arraysstops and then starting a basic game;

(b) scrolling a respective one of a plurality of symbol arrays that aredisplayed on the display;

(c) based on a result of the random determination, sequentially stoppinga respective one of a plurality of symbol arrays that are scrolled;

(d) in accordance with an operation of the operating portion, leaving abonus symbol for migrating to a bonus game from among the respectivesymbols of the stopped symbol arrays and then randomly determiningwhether or not to re-scroll symbols;

(e) re-scrolling symbols, based on the determined result;

(f) determining whether or not to migrate to the bonus game, based on abonus symbol displayed after the re-scroll is stopped and the left bonussymbol; and

(g) executing the bonus game, based on a result of the determination.

In this configuration, in a gaming machine adapted to randomly determinesymbols that are displayed for a player when scroll of a plurality ofsymbol arrays stop and then award a prize to the player, based on thestopped symbols, in a case where the stopped symbols include a bonussymbol, in a state in which the bonus symbol is left, it is randomlydetermined whether or not to execute a bonus game, and then, based onthe left bonus symbol and a bonus symbol that is displayed byre-scrolling, it is determined whether or not to execute a bonus game,whereby at the time of re-scrolling, symbols to be displayed in astopped state in a display region are randomly determined for fewersymbols. For example, at least one bonus symbol is assigned to each of aplurality of reels, and if the symbols that are displayed in a stoppedstate in two of the plurality of reels respectively include at least onebonus symbol, re-scrolling is performed as to any other reel. Aprobability that the one bonus symbols included in such any other reelform a combination as a result of the re-scrolling becomes higher than aprobability that bonus symbols form a combination as a result ofscrolling of all the reels. In this manner, it is possible to increase aprobability that bonus symbols form a combination by means of scrollsincluding a first scroll and re-scroll.

Accordingly, a probability of migration to a bonus game is increased tobe thereby able to increase an opportunity of increasing a prize to aplayer.

In addition, a probability of migration to a bonus game is increased bymeans of an effective rendering called re-scroll, to be thereby able toinform a player of a possibility of a payout rate becomes high. Further,game entertainment can be enhanced more significantly by randomlydetermining whether or not to perform re-scrolling.

A gaming machine according to embodiment of the present invention thatis capable of repeatedly executing a unit game, the gaming machinecomprising:

an input device for starting a basic game;

a plurality of reels on which a plurality of symbol groups arerespectively drawn;

a display configured to display an image;

an operating portion that is capable of being operated by a player, forspecifying a change of a payout rate; and

a controller configured to execute processing operations of:

(a) based on an input to the input device, randomly determining symbolsto be displayed for a player when scroll of a plurality of symbol arraysstops and then starting a basic game;

(b) scrolling a respective one of a plurality of symbol arrays that aredisplayed on the display;

(c) based on a result of the random determination, sequentially stoppinga respective one of a plurality of symbol arrays that are scrolled;

(d) in accordance with an operation of the operating portion, reducing atime interval from start to end of a unit game, and leaving a bonussymbol for migrating to a bonus game from among the respective symbolsof the stopped symbol arrays and then re-scrolling symbols;

(e) determining whether or not to migrate to the bonus game, based on abonus symbol displayed after the re-scroll is stopped and the left bonussymbol; and

(f) executing the bonus game, based on a result of the determination.

In this configuration, in a gaming machine adapted to randomly determinesymbols that are displayed for a player when scroll of a plurality ofsymbol arrays stop and then award a prize to the player, based on thestopped symbols, in a case where the stopped symbols include a bonussymbol, symbols are re-scrolled in a state in which the bonus symbol isleft, and then, it is determined whether or not to execute a bonus game,based on the left bonus symbol and a bonus symbol that is displayed byre-scrolling, whereby at the time of re-scrolling, symbols to bedisplayed in a stopped state in a display region are randomly determinedfor fewer symbols. For example, at least one bonus symbol is assigned toeach of a plurality of reels, and if the symbols that are displayed in astopped state in two of the plurality of reels respectively include atleast one bonus symbol, re-scrolling is performed as to any other reel.A probability that the one bonus symbols included in such any other reelform a combination as a result of the re-scrolling becomes higher than aprobability that bonus symbols form a combination as a result ofscrolling of all the reels. In this manner, it is possible to increase aprobability that bonus symbols form a combination by means of scrollsincluding a first scroll and re-scroll.

Accordingly, a probability of migration to a bonus game is increased tobe thereby able to increase an opportunity of increasing a prize to aplayer.

In addition, a probability of migration to a bonus game is increased bymeans of an effective rendering called re-scroll, to be thereby able toinform a player of a possibility that a payout rate becomes high.

Further, in a game in which re-scroll is performed, a time interval fromstart to end of a unit game is reduced to be thereby able to ensuresales of a provider of slot machines (for example, gaming facility suchas casino) while achieving an attractive payout rate for a player.

A gaming machine can be provided which is capable of realisticallyinforming a player of a possibility that a payout rate becomes high, bymeans of an effective rendering.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is a block diagram depicting an outline of a gaming machineaccording to an embodiment of the present invention;

FIG. 2 is a diagram showing a functional flow of the gaming machineaccording to the embodiment of the present invention;

FIG. 3 is a view showing a game system including gaming machinesaccording to the embodiment of the present invention;

FIG. 4 is a view showing an entire configuration of the gaming machineaccording to the embodiment of the present invention;

FIG. 5 is a view showing groups of symbols drawn on a circumferentialfaces of reels in the gaming machine according to the embodiment of thepresent invention;

FIG. 6 is a block diagram depicting an internal configuration of thegaming machine according to the embodiment of the present invention;

FIG. 7 is a view showing a symbol combination table of the gamingmachine according to the embodiment of the present invention;

FIG. 8 is a view showing a flowchart of main control processing of thegaming machine according to the embodiment of the present invention;

FIG. 9 is a view showing a flowchart of coin insertion/start checkprocessing in the gaming machine according to the embodiment of thepresent invention;

FIG. 10 is a view showing a flowchart of jackpot-related processing inthe gaming machine according to the embodiment of the present invention;

FIG. 11 is a view showing a flowchart of insurance-related processing inthe gaming machine according to the embodiment of the present invention;

FIG. 12 is a view showing a flowchart of symbol lottery processing inthe gaming machine according to the embodiment of the present invention;

FIG. 13 is a view showing a flowchart of symbol display controlprocessing in the gaming machine according to the embodiment of thepresent invention;

FIG. 14 is a view showing a flowchart of number-of-payouts determinationprocessing in the gaming machine according to the embodiment of thepresent invention;

FIG. 15 is a view showing a flowchart of insurance check processing inthe gaming machine according to the embodiment of the present invention;

FIG. 16 is a view showing a flowchart of insurance selection processingin the gaming machine according to the embodiment of the presentinvention;

FIG. 17 is a view showing a flowchart of bonus game processing in thegaming machine according to the embodiment of the present invention;

FIG. 18 is a view showing symbols that are displayed on a lower imagedisplay panel of the gaming machine according to the embodiment of thepresent invention;

FIG. 19 is a view showing symbols that are displayed on the lower imagedisplay panel of the gaming machine according to the embodiment of thepresent invention;

FIG. 20 is a view showing a flowchart of three continuous WILD symbolsbonus game processing in the gaming machine according to the embodimentof the present invention;

FIG. 21 is a view showing an example of a rendering image that isdisplayed on the lower image display panel of the gaming machineaccording to the embodiment of the present invention;

FIG. 22 is a view showing an example of a rendering image that isdisplayed on the lower image display panel of the gaming machineaccording to the embodiment of the present invention;

FIG. 23 is a view showing an example of a rendering image that isdisplayed on the lower image display panel of the gaming machineaccording to the embodiment of the present invention;

FIG. 24 is a view showing a flowchart of three options bonus gameprocessing in the gaming machine according to the embodiment of thepresent invention;

FIG. 25 is a view showing a flowchart of first bonus game processing inthe gaming machine according to the embodiment of the present invention;

FIG. 26 is a view showing an example of a rendering image that isdisplayed on the lower image display panel of the gaming machineaccording to the embodiment of the present invention;

FIG. 27 is a view showing an example of a rendering image that isdisplayed on the lower image display panel of the gaming machineaccording to the embodiment of the present invention;

FIG. 28 is a view showing a flowchart of first bonus game processing ina gaming machine according to another embodiment of the presentinvention;

FIG. 29 is a view showing a flowchart of second bonus game processing ina view showing an example of a rendering image that is displayed on thelower image display panel of the gaming machine according to theembodiment of the present invention;

FIG. 30 is a view showing an example of a rendering image that isdisplayed on the lower image display panel of the gaming machineaccording to the embodiment of the present invention;

FIG. 31 is a view showing an example of a rendering image that isdisplayed on the lower image display panel of the gaming machineaccording to the embodiment of the present invention;

FIG. 32 is a view showing a flowchart of second bonus game processing ina gaming machine according to another embodiment of the presentinvention;

FIG. 33 is a view showing a flowchart of third bonus game processing inthe gaming machine according to the embodiment of the present invention;

FIG. 34 is a view showing a flowchart of third bonus game processing inthe gaming machine according to the embodiment of the present invention;

FIG. 35 is a view showing an example of a rendering image that isdisplayed on the lower image display panel of the gaming machineaccording to the embodiment of the present invention;

FIG. 36 is a view showing an example of a rendering image that isdisplayed on an upper image display panel of the gaming machineaccording to the embodiment of the present invention;

FIG. 37 is a view showing an example of a rendering image that isdisplayed on the upper image display panel of the gaming machineaccording to the embodiment of the present invention;

FIG. 38 is a view showing an example of a rendering image that isdisplayed on the upper image display panel of the gaming machineaccording to the embodiment of the present invention;

FIG. 39 is a view showing an example of a rendering image that isdisplayed on the upper image display panel of the gaming machineaccording to the embodiment of the present invention;

FIG. 40 is a view showing an example of a rendering image that isdisplayed on the upper image display panel of the gaming machineaccording to the embodiment of the present invention;

FIG. 41 is a view showing an example of a rendering image that isdisplayed on the lower image display panel of the gaming machineaccording to the embodiment of the present invention;

FIG. 42 is a view showing an example of a rendering image that isdisplayed on the upper image display panel of the gaming machineaccording to the embodiment of the present invention; and

FIG. 43 is a view showing an example of a rendering image that isdisplayed on the lower image display panel of the gaming machineaccording to the embodiment of the present invention.

DESCRIPTION OF THE PREFERRED EMBODIMENTS

Hereinafter, exemplary embodiments of the present invention will bedescribed with reference to the drawings.

Outline of the Embodiments

A gaming machine according to embodiment, comprising:

an input device (a spin button, a spin switch) for starting a basicgame;

a plurality of reels (a video reels) on which a plurality of symbolgroups are respectively drawn;

a display (an upper image display panel, a lower image display panel)configured to display an image;

an operating portion (a high power button) that is capable of beingoperated by a player, for specifying a change of a payout rate; and

a controller (a main CPU) configured to execute processing operationsof:

(a) based on an input to the input device (a spin button, a spinswitch), randomly determining symbols to be displayed for a player whenscroll of a plurality of symbol arrays stops and then starting a basicgame;

(b) scrolling a respective one of a plurality of symbol arrays that aredisplayed on the display (the lower image display panel);

(c) based on a result of the random determination, sequentially stoppinga respective one of a plurality of symbol arrays that are scrolled;

(d) in accordance with an operation of the operating portion (the highpower button), leaving a bonus symbol for migrating to a bonus game fromamong the respective symbols of the stopped symbol arrays and thenre-scrolling symbols;

(e) determining whether or not to migrate to the bonus game, based on abonus symbol displayed after the re-scroll is stopped and the left bonussymbol; and

(f) executing the bonus game, based on a result of the determination.

In this configuration, in a gaming machine adapted to randomly determinesymbols that are displayed for a player when scroll of a plurality ofsymbol arrays stop and then award a prize to the player, based on thestopped symbols, in a case where the stopped symbols include a bonussymbol, symbols are re-scrolled in a state in which the bonus symbol isleft, and then, it is determined whether or not to execute a bonus game,based on the left bonus symbol and a bonus symbol that is displayed bymeans of re-scrolling, whereby at the time of re-scrolling, symbols tobe displayed in a stopped state in a display region are randomlydetermined for fewer symbols. For example, at least one bonus symbol isassigned to each of a plurality of reels, and if the symbols that aredisplayed in a stopped state in two of the plurality of reelsrespectively include at least one bonus symbol, re-scrolling isperformed as to any other reel. A probability that the bonus symbolsthat are included in such any other reel form a combination as a resultof the re-scrolling becomes higher than a probability that bonus symbolsform a combination as a result of scrolling of all the reels. In thismanner, it is possible to increase a probability that bonus symbols forma combination by means of scrolls including a first scroll andre-scroll.

Accordingly, a probability of migration to a bonus game is increased tobe thereby able to increase an opportunity of increasing a prize to aplayer.

In addition, a probability of increasing a probability of migration to abonus game by means of an effective rendering called re-scroll isincreased to thereby able to realistically inform a player of apossibility that a payout rate becomes high.

Further, the gaming machine according to embodiment, comprising:

an input device (a spin button, a spin switch) for starting a basicgame;

a plurality of reels (a video reels) on which a plurality of symbolgroups are respectively drawn;

a display (an upper image display panel, a lower image display panel)configured to display an image;

an operating portion (a high power button) that is capable of beingoperated by a player, for specifying a change of a payout rate; and

a controller (a main CPU) configured to execute processing operationsof:

(a) based on an input to the input device (a spin button, a spinswitch), randomly determining symbols to be displayed for a player whenscroll of a plurality of symbol arrays stops and then starting a basicgame;

(b) scrolling a respective one of a plurality of symbol arrays that aredisplayed on the display (the lower image display panel);

(c) based on a result of the random determination, sequentially stoppinga respective one of a plurality of symbol arrays that are scrolled;

(d) in accordance with an operation of the operating portion (the highpower button), leaving a bonus symbol for migrating to a bonus game fromamong the respective symbols of the stopped symbol arrays and thenrandomly determining whether or not to re-scroll symbols;

(e) re-scrolling symbols, based on the determined result;

(f) determining whether or not to migrate to the bonus game, based on abonus symbol displayed after the re-scroll is stopped and the left bonussymbol; and

(g) executing the bonus game, based on a result of the determination.

In this configuration, in a gaming machine adapted to randomly determinesymbols that are displayed for a player when scroll of a plurality ofsymbol arrays stop and then award a prize to the player, based on thestopped symbols, in a case where the stopped symbols include a bonussymbol, in a state in which the bonus symbol is left, it is randomlydetermined whether or not to execute a bonus game, and then, based onthe left bonus symbol and a bonus symbol that is displayed byre-scrolling, it is determined whether or not to execute a bonus game,whereby at the time of re-scrolling, symbols to be displayed in astopped state in a display region are randomly determined for fewersymbols. For example, at least one bonus symbol is assigned to each of aplurality of reels, and if the symbols that are displayed in a stoppedstate in two of the plurality of reels respectively include at least onebonus symbol, re-scrolling is performed as to any other reel. Aprobability that the one bonus symbols included in such any other reelform a combination as a result of the re-scrolling becomes higher than aprobability that bonus symbols form a combination as a result ofscrolling of all the reels. In this manner, it is possible to increase aprobability that bonus symbols form a combination by means of scrollsincluding a first scroll and re-scroll.

Accordingly, a probability of migration to a bonus game is increased tobe thereby able to increase an opportunity of increasing a prize to aplayer.

In addition, a probability of migration to a bonus game is increased bymeans of an effective rendering called re-scroll, to be thereby able toinform a player of a possibility of a payout rate becomes high. Further,game entertainment can be enhanced more significantly by randomlydetermining whether or not to perform re-scrolling.

Furthermore, the gaming machine according to embodiment that is capableof repeatedly executing a unit game, the gaming machine comprising:

an input device (a spin button, a spin switch) for starting a basicgame;

a plurality of reels (a video reels) on which a plurality of symbolgroups are respectively drawn;

a display (an upper image display panel, a lower image display panel)configured to display an image;

an operating portion (a high power button) that is capable of beingoperated by a player, for specifying a change of a payout rate; and

a controller (a main CPU) configured to execute processing operationsof:

(a) based on an input to the input device (a spin button, a spinswitch), randomly determining symbols to be displayed for a player whenscroll of a plurality of symbol arrays stops and then starting a basicgame;

(b) scrolling a respective one of a plurality of symbol arrays that aredisplayed on the display (the lower image display panel);

(c) based on a result of the random determination, sequentially stoppinga respective one of a plurality of symbol arrays that are scrolled;

(d) in accordance with an operation of the operating portion (the highpower button), reducing a time interval from start to end of a unitgame, and leaving a bonus symbol for migrating to a bonus game fromamong the respective symbols of the stopped symbol arrays and thenre-scrolling symbols;

(e) determining whether or not to migrate to the bonus game, based on abonus symbol displayed after the re-scroll is stopped and the left bonussymbol; and

(f) executing the bonus game, based on a result of the determination.

In this configuration, in a gaming machine adapted to randomly determinesymbols that are displayed for a player when scroll of a plurality ofsymbol arrays stop and then award a prize to the player, based on thestopped symbols, in a case where the stopped symbols include a bonussymbol, symbols are re-scrolled in a state in which the bonus symbol isleft, and then, it is determined whether or not to execute a bonus game,based on the left bonus symbol and a bonus symbol that is displayed byre-scrolling, whereby at the time of re-scrolling, symbols to bedisplayed in a stopped state in a display region are randomly determinedfor fewer symbols. For example, at least one bonus symbol is assigned toeach of a plurality of reels, and if the symbols that are displayed in astopped state in two of the plurality of reels respectively include atleast one bonus symbol, re-scrolling is performed as to any other reel.A probability that the one bonus symbols included in such any other reelform a combination as a result of the re-scrolling becomes higher than aprobability that bonus symbols form a combination as a result ofscrolling of all the reels. In this manner, it is possible to increase aprobability that bonus symbols form a combination by means of scrollsincluding a first scroll and re-scroll.

Accordingly, a probability of migration to a bonus game is increased tobe thereby able to increase an opportunity of increasing a prize to aplayer.

In addition, a probability of migration to a bonus game is increased bymeans of an effective rendering called re-scroll, to be thereby able toinform a player of a possibility that a payout rate becomes high.

Further, in a game in which re-scroll is performed, a time interval fromstart to end of a unit game is reduced to be thereby able to ensuresales of a provider of slot machines (for example, gaming facility suchas casino) while achieving an attractive payout rate for a player.

FIG. 1 is a block diagram for explaining an outline of an embodiment ofthe present invention. As shown in FIG. 1, in a gaming machine accordingto the embodiment of the present invention, it is determined whether ornot the routine is caused to migrate to a bonus game in bonus gametrigger determination processing.

In the bonus game trigger determination processing, it is determinedwhether or not the routine is caused to migrate to a three continuousWILD symbols game. The three continuous WILD symbols game is a game inwhich, from among two upper and lower image display panels (an upperimage display panel 131 (to be described later) and a lower imagedisplay panel 141 (to be described later)), in a state in which videoreels that are displayed on the image display panel that is provided ona lower side are hidden, after rendering has been executed in such amanner that a shadow is displayed on its back side, three continuousWILD symbols are displayed on the reel on which the shadow has beendisplayed.

From the three continuous WILD symbols game, it is determined whetherthe routine migrates to a three options bonus game or whether a prize isawarded and then a bonus game completes, by means of lottery. The threeoptions bonus game is a game to which the routine migrates, directlyfrom the bonus game trigger determination processing or via the threecontinuous WILD symbols game. The three options bonus game is a game towhich the routine can migrate, in a case where three bonus symbols havebeen displayed in a stopped state on any of the video reels that aredisplayed on the lower image display panel.

In the three options bonus game, there may be a case in which videoreels are re-scrolled in a state in which two bonus symbols have beenrearranged. In this re-scrolling, while at least one reel on which twobonus symbols have been displayed in a stopped state is maintained inits fixed state, the remaining reels are re-scrolled after re-lotteryhas been performed. In this manner, even if re-lottery has beenperformed without changing a probability table to be employed when suchre-lottery has been performed, there can be increased a probability thatthree bonus symbols are arranged as a while after such re-lottery(re-scroll) has been performed.

If three bonus symbols are displayed in a stopped state in the threeoptions bonus game, a player is given an opportunity of selecting any ofthe three bonus symbols that have been displayed in a stopped state.When any of the bonus symbols is selected, a first bonus game (a Koharubonus game), a second bonus game (a Konatsu bonus game), or a thirdbonus game (a Koyuki bonus game) is executed.

The first bonus game is a game in which no other player can participateand a prize is randomly determined. Specifically, this bonus game is agame in which a prize according to a playing time of the first bonusgame is awarded to a winning player. The second bonus game is a game inwhich no other player can participate and a prize is randomlydetermined. In the second bonus game, one or two WILD symbols arearranged on each reel in each unit game and then scrolling is performed.A prize according to a total number of WILD symbols arranged after aplurality of unit games is awarded to a winning player. In the first andsecond bonus games described above, lottery is performed as to whetheror not the routine is caused to migrate to the third bonus game afterthe first and second bonus games have been played.

The third bonus game is a game in which at least one player canparticipate. This game is executed in a case where a player has made aselection in the three options bonus game or in a case where it isdetermined that the routine migrates to the third bonus game, by meansof lottery in the first and second bonus games.

In the third bonus game, a lower image display panel (a touch panel) isemployed for operational input from a player, and the contents of theprogress of a game are displayed on an upper image display panel. In theupper image display panel, in accordance with the progress of a gameresponsive to an input operation of the player, a display relating tothe game moves from its lower part to its upper part. In this manner, agame starts from a lower part of the upper image display panel, which isclose to the lower image display panel having displayed thereon videoreels to which a player pays attention in a normal game, and then, theabove display moves in an upward direction, whereby movement of theplayer's eye is lessened, enabling the player to naturally pay his orher attention to the contents of the game.

In addition, in the upper image display panel, the game advances fromthe bottom to the top, and the relevant top and bottom areas areutilized to be able to avoid an increase in size in a horizontaldirection of the image display panel.

After a goal has been reached in the third bonus game, any of items ofawarding of prize in the third bonus game, migration to the first bonusgame, and migration to the second bonus game, as the result of the goal,is selected by means of lottery. If an item of migration to the first orsecond bonus game has been selected, as described above the routine maymigrate to the third bonus game after the first or second bonus game hasbeen played. In this way, a loop of migrating from the third bonus gameto the first or second bonus game and further migrating to the thirdbonus game may be occasionally formed. This loop may be occasionallyrepeated a predetermined number of times (for example, five times) thatis defined as its upper limit. This loop completes in a case where alottery result has not been obtained, the lottery result indicating thatthe routine migrates to the first or second bonus game after a goal hasbeen reached in the third bonus game, or the lottery result indicatingthat the routine migrates to the third bonus game in the first or secondbonus game, or alternatively, in a case where a specific game result hasbeen obtained partway of the third bonus game (for example, in a casewhere a specific character has appeared).

[Explanation of Function Flow Diagram]

With reference to FIG. 2, basic functions of the gaming machineaccording to the present embodiment are described.

<Coin-Insertion/Start-Check>

First, the gaming machine checks whether or not a BET button has beenpressed by the player, and subsequently checks whether or not a spinbutton has been pressed by the player.

<Symbol Determination>

Next, when the spin button has been pressed by the player, the gamingmachine extracts random values for symbol determination, and determinessymbols to be displayed at the time of stopping scrolling of symbolarrays for the player, for a plurality of respective video reelsdisplayed to a display.

<Symbol Display>

Next, the gaming machine starts scrolling of the symbol array of each ofthe video reels and then stops scrolling so that the determined symbolsare displayed for the player.

<Winning Determination>

When scrolling of the symbol array of each video reel has been stopped,the gaming machine determines whether or not a combination of symbolsdisplayed for the player is a combination related to winning.

<Payout>

When the combination of symbols displayed for the player is acombination related to winning, the gaming machine offers benefitsaccording to the combination to the player.

For example, when a combination of symbols related to a payout of coinshas been displayed, the gaming machine pays out coins of the numbercorresponding to the combination of symbols to the player.

Further, when a combination of symbols (trigger symbols) related to afree game trigger has been displayed the gaming machine starts the freegame. In the embodiment, as a bonus game, a game (a free game) isperformed in such a manner that lottery according to determination ofto-be-stopped symbols described previously is performed over apredetermined number of times without consuming a coin.

When a combination of symbols related to a jackpot trigger is displayed,the gaming machine pays out coins in an amount of jackpot to the player.The jackpot refers to a function which accumulates parts of coins usedby players at the respective gaming machines as the amount of jackpotand which, when the jackpot trigger has been established in any of thegaming machines, pays out coins of the accumulated amount of jackpot tothat gaming machine.

In each game, the gaming machine calculates the amount (amount foraccumulation) to be accumulated to the amount of jackpot and transmitsto an external control device. The external control device accumulatesto the amount of jackpot the amounts for accumulation transmitted fromthe respective gaming machines.

Further, in addition to the aforementioned benefits, the gaming machineis provided with benefits such as a mystery bonus and insurance.

The mystery bonus is a bonus in which a predetermined amount of coinsare paid out for winning of a lottery that is intended for the mysterybonus. When the spin button has been pressed, the gaming machineextracts a random value for mystery bonus and determines whether or notto establish a mystery bonus by lottery.

The insurance is a function provided for a purpose of relieving theplayer from a situation in which a free game has not been played forlong periods of time. In the present embodiment, the player canarbitrarily select whether or not to make the insurance effective.Making insurance effective requires a predetermined insurance-purchaseamount to be paid in exchange.

In the case where the insurance has been made effective, the gamingmachine starts counting the number of games. The gaming machine conductsa payout of coins of the amount that is set for the insurance, when thenumber of counted games has reached a previously determined number oftimes without a large amount of payout relating to a free game or thelike being conducted.

<Determination of Effects>

The gaming machine produces effects by displaying images to the display,outputting the light from lamps, and outputting sounds from speakers.The gaming machine extracts a random value for effect and determinescontents of the effects based on the symbols and the like determined bylottery.

[Overall Game System]

The basic functions of the gaming machine have been described above.Next, with reference to FIG. 3, a game system including the gamingmachine is described.

A game system 300 includes the plurality of gaming machines 1, and anexternal control device 200 that is connected to each of the gamingmachines 1 through a communication line 301.

The external control device 200 is for controlling the plurality ofgaming machines 1. In the present embodiment, the external controldevice 200 is a so-called hall server which is installed in a gamefacility having the plurality of gaming machines 1. Each of the gamingmachines 1 is provided with a unique identification number, and theexternal control device 200 identifies transmission sources of datatransmitted from the respective gaming machines 1 by using theidentification numbers. Also in the case where the external controldevice 200 transmits data to a gaming machine 1, the identificationnumbers are used for specifying the transmission destination.

It is to be noted that the game system 300 may be constructed within asingle game facility where various games can be conducted, such as acasino, or may be constructed among a plurality of game facilities.Further, when the game system 300 is constructed in a single gamefacility, the game system 300 may be constructed in each floor orsection of the game facility. The communication line 301 may be a wiredor wireless line, and can adopt a dedicated line, an exchange line orthe like.

[Overall Configuration of Gaming Machine]

The game system according to the present embodiment has been describedabove. Next, with reference to FIG. 4, an overall configuration of thegaming machine 1 is described.

A coin, a bill, or electrically valuable information corresponding tothese is used as a game medium in the gaming machine 1. Further, in thepresent embodiment, a later-described ticket with a barcode is alsoused. It is to be noted that the game medium is not limited to these,and for example a medal, a token, electric money or the like can beadopted.

The gaming machine 1 includes a cabinet 11, a top box 12 installed onthe upper side of the cabinet 11, and a main door 13 provided at thefront face of the cabinet 11.

A lower image display panel 141 is provided at the center of the maindoor 13. The lower image display panel 141 includes a liquid crystalpanel, and forms the display. The lower image display panel 141 has asymbol display region 4. To the symbol display region 4, five videoreels 3 (3 a, 3 b, 3 c, 3 d, 3 e) are displayed.

In the present embodiment, a video reel depicts through videos therotational and stop motions of a mechanical reel having a plurality ofsymbols drawn on the peripheral surface thereof. To each of the videoreels 3, a symbol array comprised of a previously determined plurality(22 symbols in the present embodiment) of symbols is assigned (see FIG.5 which is described later).

In the symbol display region 4, the symbol arrays assigned to therespective video reels 3 are separately scrolled, and are stopped afterpredetermined time has elapsed. As a result, a part (three consecutivesymbols in the present embodiment) of each of the symbol arrays isdisplayed for the player.

The symbol display region 4 has three regions, namely an upper region,an upper central region, a lower central region, and a lower region, foreach video reel 3, and a single symbol is to be displayed to eachregion. That is, fifteen (=five columns×three symbols) symbols are to bedisplayed in the symbol display region 4. In the present embodiment, aline formed by selecting one of the aforementioned three regions foreach of the video reels 3 and connecting the respective regions isreferred to as a winning line.

It is to be noted that any desired shape of the winning line can beadopted, and examples of the shape of the winning line may include astraight line formed by connecting the upper central regions for therespective video reels 3, a V-shaped line, and a bent line. Also, anydesired number of lines can be adopted, and the number can be forexample 30 lines.

In addition, the lower image display panel 141 has a number-of-creditsdisplay region 142 and a number-of-payouts display region 143. Thenumber-of-credits display region 142 is configured to display the numberof coins that are owned by a player and are deposited inside a gamingmachine 1 (hereinafter, referred to as the number of credits). Inaddition, the number-of-payouts display region 143 is configured todisplay the number of coins to be paid out to a player when a winningprize has been established (hereinafter, referred to as the number ofpayouts).

The lower image display panel 141 has a built-in touch panel 114. Theplayer can input various commands by touching the lower image displaypanel 141. On the lower side of the lower image display panel 141, thereare arranged various buttons set in a control panel 30, and variousdevices to be operated by the player.

A spin button 31 is used when starting scrolling of the symbol arrays ofthe respective video reels 3. A change button 32 is used when requestinga game facility staff member to exchange money. A CASHOUT button 33 isused when paying out the coins retained inside the gaming machine 1 to acoin tray 15.

A high power button 38 is also employed when a player operates tothereby start scrolling of symbol arrays of each video reel 3. When theplayer has operated a spin button 31, a unit game is started in a normalstate (hereinafter, referred to as a non-high power state). On the otherhand, when the player has operated the high power button 38, a highpower state is established and then a unit game is started.

The high power state is a state in which a payout rate is higher thanthat set when the non-high power state is established. A high payoutrate is established by increasing a winning probability in bonus game byre-scrolling other reels while leaving bonus symbols displayed in astopped state in a bonus game to be described later. By doing this, apayout rate can be increased without a need to change the winningprobability in lottery processing.

A payout rate is referred to as a value obtained by dividing the numberof coins or the number of credits paid out to a player as a result ofexecuting a unit game by the number of coins or the number of creditsdetermined (betted) to start a unit game. A state in which the payoutrate is high is a state in which more coins or credits have beenseemingly paid out. The state in which the payout rate is high is astate which is advantageous to a player, but is disadvantageous to agaming facility. On the other hand, a state in which the payout rate islow is a state in which lesser coins or credits have been seemingly paidout. The state in which the payout rate is low is a state which isdisadvantageous to a player, but is advantageous to a gaming facility.

A unit game is a game from start of symbol scroll-display orrearrangement to symbol display in a stopped state. The unit game may bestarted when a player has operated BET buttons such as a 1-BET button 34and a MAX-BET button 35 or five BET buttons 39 a to 39 e. In addition,the unit game may be started when the spin button 31 or the high powerbutton 38 has been operated. Further, the unit game may be completedwhen payout of a prize responsive to a combination of symbols that aredisplayed in a stopped state has been completed.

The high power state or the non-high power state can be determinedaccording to a value of a flag that is stored in a RAM 73 of amotherboard 70 to be described later. When the high power state isestablished, the flag value is set to 1, or alternatively, when thenon-high power state is established, the flag value is set to 0. Whenthe high power state is established, a player operates the spin button31 to be thereby able to return the current state to the non-high powerstate. A processing operation of returning the high power state to thenon-high power state will be described later in detail.

When a game state of a unit game is in a basic game state, it ispreferable that a player operate the high power button 38 to therebyestablish the high power state. In this case, no high power state isestablished even if the high power button 38 is operated when there isestablished a bonus game state or a free game state which is moreadvantageous to a player than the basic game state. By doing thus, aprofit to be given a player is given can be restrained, making itpossible to prevent a deficit from which a gaming facility may suffer.On the other hand, even when a bonus game state or a free game state isestablished, a high power state may be established. In such a case, aplayer can be given a higher profit to be able to attract the player'sinterest to a game.

A 1-BET button 34 and a maximum BET button 35 are used for determiningthe number of coins (hereinafter also referred to as “the number ofBETs”) to be used in the game from the coins retained inside the gamingmachine 1. The 1-BET button 34 is used when determining one coin at atime for the aforementioned number of BETs. The maximum BET button 35 isused when setting the aforementioned number of BETs to a defined upperlimit number.

A coin accepting slot 36 is provided to accept coins. A bill validator115 is provided to accept bills. The bill validator 115 validates abill, and accepts a valid bill into the cabinet 11. It is to be notedthat the bill validator 115 may be configured so as to be capable ofreading a later-described ticket 175 with a barcode.

An upper image display panel 131 is provided at the front face of thetop box 12. The upper image display panel 131 includes a liquid crystalpanel, and forms the display. The upper image display panel 131 displaysimages related to effects and images showing introduction of the gamecontents and explanation of the game rules. Further, the top box 12 isprovided with a speaker 112 and a lamp 111. The gaming machine 1produces effects by displaying images, outputting sounds, and outputtingthe light.

A ticket printer 171, a card slot 176, a data display 174, and a keypad173 are provided on the lower side of the upper image display panel 131.

The ticket printer 171 prints on a ticket a barcode representing encodeddata of the number of credits, date, the identification number of thegaming machine 1, and the like, and outputs the ticket as the ticket 175with a barcode. The player can make a gaming machine read the ticket 175with a barcode so as to play a game thereon, and can also exchange theticket 175 with a barcode with a bill or the like at a predeterminedplace (e.g. a cashier in a casino) in the game facility.

The card slot 176 is for inserting a card in which predetermined data isstored. For example, the card stores data for identifying the player,and data about the history of games played by the player.

When the card is inserted into the card slot 176, a later-described cardreader 172 reads data from the card or writes data into the card. It isto be noted that the card may store data corresponding to a coin, a billor a credit.

The data display 174 includes a fluorescent display, LEDs and the like,and displays the data read by the card reader 172 or the data inputtedby the player via the keypad 173, for example. The keypad 173 is forinputting a command and data related to ticket issuance or the like.

[Symbol Arrays of Video Reels]

The overall configuration of the gaming machine 1 has been describedabove. Next, with reference to FIG. 5, a configuration of the symbolarrays included in the video reels 3 of the gaming machine 1 isdescribed.

The symbol table for normal game shows the arrangements of symbols drawnon the peripheral surfaces of the reels. A first video reel 3 a, asecond video reel 3 b, a third video reel 3 c, a fourth video reel 3 e,and a fifth video reel 3 d each is assigned with a respective one ofsymbol arrays (a first symbol group, a second symbol group, a thirdsymbol group, a fourth symbol group, and a fifth symbol group),consisting of 22 symbols that correspond to respective code numbers from“00” to “21”.

As kinds of symbols, a plurality of kinds of symbols including “JACKPOT7” and “bonus symbols” are provided. These kinds of symbols are fewerthan the number of symbols on each reel (22 symbols), whereby aplurality of symbols of a same kind may also be assigned to one reel.According to the number of assignments, a winning probability in a casewhere symbols have formed a combination is different from another one,and the number of payouts is set in accordance with the winningprobability. That is, in a case where fewer assigned symbols have formeda combination, more payouts are realized.

[Configuration of Circuit Included in Gaming Machine]

The configuration of the symbol arrays included in the video reels 3 ofthe gaming machine 1 has been described above. Next, with reference toFIG. 6, a configuration of a circuit included in the gaming machine 1 isdescribed.

A gaming board 50 is provided with: a CPU 51, a ROM 52, and a boot ROM53, which are mutually connected by an internal bus; a card slot 55corresponding to a memory card 54; and an IC socket 57 corresponding toa GAL (Generic Array Logic) 56.

The memory card 54 includes a non-volatile memory, and stores a gameprogram and a game system program. The game program includes a programrelated to game progression, a lottery program, and a program forproducing effects by images and sounds (e.g. see FIG. 8 to FIG. 34 whichare described later). Further, the aforementioned game program includesdata specifying the configuration of the symbol array assigned to eachvideo reel 3.

The lottery program is a program for determining to-be stopped symbol ofeach video reel 3 by lottery. The to-be stopped symbol is data fordetermining three symbols to be displayed to the symbol display region 4out of the 22 symbols forming each symbol array. The gaming machine 1 ofthe present embodiment determines as the to-be stopped symbol the symbolto be displayed in a predetermined region (the upper region) out of thethree regions provided for each of the video reels 3 of the symboldisplay region 4.

The aforementioned lottery program includes symbol determination data.The symbol determination data is data that specifies random values sothat each of the 22 symbols (code numbers from “00” to “21”) forming thesymbol array is determined at an equal probability (i.e. 1/22), for eachvideo reel 3.

The probabilities of the respective 22 symbols being determined arebasically equal. However, the numbers of the respective types of symbolsincluded in the 22 symbols vary, and thus the probabilities of therespective types of symbols being determined vary (i.e. differentweights on the probabilities are generated). For example, with referenceto FIG. 5, the symbol array of the first video reel 3 a includes onesymbol of “JACKPOT 7”, and includes seven symbols of predetermined.Hence, the former is determined at the probability of “1/22”, whereasthe latter is determined at the probability of “7/22”.

It is to be noted that, although the data specifies that the equalnumbers of symbols be provided to form the symbol arrays of therespective video reels 3 in the present embodiment, different numbers ofsymbols may form the respective video reels 3. For example, the symbolarray of the first video reel 3 a may consist of 22 symbols whereas thesymbol array of the second video reel 3 b may consist of 30 symbols.Such a configuration increases the degree of freedom in setting theprobabilities of the respective types of symbols being determined foreach video reel 3.

Further, the card slot 55 is configured so that the memory card 54 canbe inserted thereinto and removed therefrom, and is connected to amotherboard 70 by an IDE bus. The GAL 56 is a type of PLD (ProgrammableLogic Device) having a fixed OR array structure. The GAL 56 is providedwith a plurality of input ports and output ports, and predeterminedinput into the input port causes output of the corresponding data fromthe output port.

Further, the IC socket 57 is configured so that the GAL 56 can beinserted thereinto and removed therefrom, and is connected to themotherboard 70 by a PCI bus. The contents of the game to be played onthe gaming machine 1 can be changed by replacing the memory card 54 withanother memory card 54 having another program written therein or byrewriting the program written into the memory card 54 as anotherprogram.

The CPU 51, the ROM 52 and the boot ROM 53 mutually connected by theinternal bus are connected to the motherboard 70 by a PCI bus. The PCIbus enables a signal transmission between the motherboard 70 and thegaming board 50, and power supply from the motherboard 70 to the gamingboard 50.

The ROM 52 stores an authentication program. The boot ROM 53 stores apre-authentication program, a program (boot code) to be used by the CPU51 for activating the pre-authentication program, and the like.

The authentication program is a program (tamper check program) forauthenticating the game program and the game system program. Thepre-authentication program is a program for authenticating theaforementioned authentication program. The authentication program andthe pre-authentication program are written along a procedure(authentication procedure) for proving that the program to be thesubject has not been tampered.

The motherboard 70 is provided with a main CPU 71, a ROM 72, a RAM 73,and a communication interface 82.

The ROM 72 includes a memory device such as a flash memory, and stores aprogram such as BIOS to be executed by the main CPU 71, and permanentdata. When the BIOS is executed by the main CPU 71, processing forinitializing predetermined peripheral devices is conducted; further,through the gaming board 50, processing of loading the game program andthe game system program stored in the memory card 54 is started.

The RAM 73 stores data and programs which are used in operation of themain CPU 71. For example, when the processing of loading theaforementioned game program, game system program or authenticationprogram is conducted, the RAM 73 can store the program. The RAM 73 isprovided with working areas used for operations in execution of theseprograms. Examples of the areas include: an area that stores a counterfor managing the number of games, the number of BETs, the number ofpayouts, the number of credits and the like; and an area that storessymbols (code numbers) determined by lottery.

The communication interface 82 is for communicating with the externalcontrol device 200 such as a server, through the communication line 301.Further, the motherboard 70 is connected with a later-described door PCB(Printed Circuit Board) 90 and a body PCB 110 by respective USBs. Themotherboard 70 is also connected with a power supply unit 81.

When the power is supplied from the power supply unit 81 to themotherboard 70, the main CPU 71 of the motherboard 70 is activated, andthen the power is supplied to the gaming board 50 through the PCI bus soas to activate the CPU 51.

The door PCB 90 and the body PCB 110 are connected with input devicessuch as a switch and a sensor, and peripheral devices the operations ofwhich are controlled by the main CPU 71. The door PCB 70 is connectedwith a control panel 30, a reverter 91, a coin counter 92C and a coldcathode tube 93.

The control panel 30 is provided with a spin switch 31S, a change switch32S, a CASHOUT switch 33S, a 1-BET switch 34S and a maximum BET switch35S and a high power button 38S which correspond to the aforementionedrespective buttons. Each of the switches outputs a signal to the mainCPU 71 upon detection of press of the button corresponding thereto bythe player.

The coin counter 92C validates a coin inserted into the coin acceptingslot 36 based on its material, shape and the like, and outputs a signalto the main CPU 71 upon detection of a valid coin. Invalid coins aredischarged from a coin payout exit 15A.

The reverter 91 operates based on a control signal outputted from themain CPU 71, and distributes valid coins validated by the coin counter92C into a hopper 113 or a cash box (not illustrated). That is, coinsare distributed into the hopper 113 when the hopper 113 is not filledwith coins, while coins are distributed into the cash box when thehopper 113 is filled with coins.

The cold cathode tube 93 functions as a backlight installed on the rearface sides of the upper image display panel 131 and the lower imagedisplay panel 141, and lights up based on a control signal outputtedfrom the main CPU 71.

The body PCB 110 is connected with the lamp 111, the speaker 112, thehopper 113, a coin detecting portion 113S, the touch panel 114, the billvalidator 115, a graphic board 130, the ticket printer 171, the cardreader 172, a key switch 173S and the data display 174.

The lamp 111 lights up based on a control signal outputted from the mainCPU 71. The speaker 112 outputs sounds such as BGM, based on a controlsignal outputted from the main CPU 71.

The hopper 113 operates based on a control signal outputted from themain CPU 71, and pays out coins of the specified number of payouts fromthe coin payout exit 15A to the coin tray 15. The coin detecting portion113S outputs a signal to the main CPU 71 upon detection of coins paidout by the hopper 113.

The touch panel 114 detects a place on the lower image display paneltouched by the player's finger or the like, and outputs to the main CPU71 a signal corresponding to the detected place. Upon acceptance of avalid bill, the bill validator 115 outputs to the main CPU 71 a signalcorresponding to the face amount of the bill.

The graphic board 130 controls display of images conducted by therespective upper image display panel 131 and lower image display panel141, based on a control signal outputted from the main CPU 71. Thesymbol display region 4 of the lower image display panel 141 displaysthe five video reels 3 by which the scrolling and stop motions of thesymbol arrays included in the respective video reels 3 are displayed.The graphic board 130 is provided with a VDP generating image data, avideo RAM temporarily storing the image data generated by the VDP, andthe like. The number of credits that is stored in the RAM 73 isdisplayed in the number-of-credits display portion 142 of the lowerimage display panel 141. The payout number of coins is displayed in thenumber-of-payouts display portion 143 of the lower image display panel141.

The upper image display panel 131 is a panel in which an image of abonus game to be described later has been depicted on a surface of anoptically transmissible board. At the back side of the panel, a part ofthe image becomes brighter by emitting light from a plurality of lightemitting means (such as lamps) that are provided at positions focusingon the image, whereby a variety of information is conveyed to a player.The upper image display panel 131 may be a constituent element employinga liquid crystal panel.

The graphic board 130 is provided with the VDP (Video Display Processor)generating image data based on a control signal outputted from the mainCPU 71, the video RAM temporarily storing the image data generated bythe VDP, and the like. It is to be noted that the image data used ingeneration of image data by the VDP is included in the game program thathas been read from the memory card 54 and stored into the RAM 73. Inaddition, a graphic board 130 is configured to control a plurality oflamps that are provided at the back side of the upper image displaypanel 131 to turn on or off in accordance with the progress of a game.

Based on a control signal outputted from the main CPU 71, the ticketprinter 171 prints on a ticket a barcode representing encoded data ofthe number of credits stored in the RAM 73, date, the identificationnumber of the gaming machine 1, and the like, and then outputs theticket as the ticket 175 with a barcode.

The card reader 172 reads data stored in a card inserted into the cardslot 176 and transmits the data to the main CPU 71, or writes data intothe card based on a control signal outputted from the main CPU 71.

The key switch 173S is provided in the keypad 173, and outputs apredetermined signal to the main CPU 71 when the keypad 173 has beenoperated by the player.

The data display 174 displays data read by the card reader 172 and datainputted by the player through the keypad 173, based on a control signaloutputted from the main CPU 71.

[Configuration of Symbol Combination Table]

A description of a circuit configuration of a gaming machine 1 has nowcompleted. Next, a symbol combination table will be described withreference to FIG. 7.

The symbol combination table is configured to specify symbolcombinations of symbols according to winning prizes and the number ofpayouts. In a gaming machine 1, a winning prize is established in a casewhere, after scrolling of the symbol arrays on the respective videoreels 3 has been stopped, a combination of symbols that are displayed ona winning line coincides with a specified combination of symbols inaccordance with the symbol combination table. Then, according to awinning combination, a prize such as payout of coins or start of a bonusgame is awarded to a winning player. In a case where a combination ofsymbols that are displayed on a winning line does not coincide with anythe symbol combinations that are specified in accordance with the symbolcombination table, no winning combination (so called losing) isestablished.

Basically a winning prize is established in a case where symbols of anykind have been displayed to be rearranged on a winning line. Withrespect to specific symbols, however, a winning prize is alsoestablished in a case where they have been displayed on a winning lineaccording to one or three video reels 3.

For example, in a case where the third symbols have been displayed to bearranged on a winning line according to all of the video reels 3, awinning combination is formed as a third winning combination and then“10” is determined as the number of payouts. A payout of coins is thenperformed based on the determined number of payouts. The payout of coinsis performed by actually discharging coins from a coin payout exit 15A,adding to the number of credits, or issuing a barcode ticket.

The first symbol is a jackpot trigger. In a case where the first symbolshave been displayed to be rearranged on a winning line according to allof the video reels 3, a winning combination is formed as a “jackpot” andthen the amount of jackpot is determined as the number of payouts.

The second symbol is a bonus game trigger. In a case where the secondsymbols have been displayed to be rearranged on a winning line accordingto all of the video reels 3 or part of predetermined video reel, awinning combination is formed as a “bonus game” and then thecorresponding bonus game is started from a next play.

[Contents of Program]

A description of the symbol combination table has now completed. Next,with reference to FIG. 8 to FIG. 34, the program to be executed by thegaming machine 1 is described.

<Main Control Processing>

First, with reference to FIG. 8, main control processing is described.First, when the power is supplied to the gaming machine 1, the main CPU71 reads the authenticated game program and game system program from thememory card 54 through the gaming board 50, and writes the programs intothe RAM 73 (step S11).

Next, the main CPU 71 conducts at-one-game-end initialization processing(step S12). For example, data that becomes unnecessary after each gamein the working areas of the RAM 73, such as the number of BETs and thesymbols determined by lottery, is cleared.

The main CPU 71 conducts coin-insertion/start-check processing which isdescribed later with reference to FIG. 9 (step S13). In the processing,input from the BET switch and the spin switch is checked.

Next, the main CPU 71 performs symbol lottery processing to be describedlater with reference to FIG. 12 (step S14). In this processingoperation, to-be-stopped symbols are determined based on random numericvalues for symbol determination.

Next, the main CPU 71 conducts mystery bonus lottery processing (stepS15). In the processing, lottery determining whether or not to establisha mystery bonus trigger is held. For example, the main CPU 71 extracts arandom value for mystery bonus from the numbers in a range of “0 to 99”,and establishes the mystery bonus trigger when the extracted randomvalue is “0”.

The main CPU 71 conducts effect contents determination processing (stepS16). The main CPU 71 extracts a random value for effect, and determinesany of the effect contents from the preset plurality of effect contentsby lottery.

The main CPU 71 then conducts symbol display control processing which isdescribed later with reference to FIG. 13 (step S17). In the processing,scrolling of the symbol array of each video reel 3 is started, and theto-be stopped symbol determined in the symbol lottery processing of stepS14 is stopped at a predetermined position (e.g. the upper region in thesymbol display region 4). That is, four symbols including the to-bestopped symbol are displayed in the symbol display region 4. Forexample, when the to-be stopped symbol is the symbol associated with thecode number of “10” and it is to be displayed to the upper region, thesymbols associated with the respective code numbers of “11”, “12” and“13” are to be displayed to the respective upper region, central regionand lower region in the symbol display region 4.

Next, the main CPU 71 conducts number-of-payouts determinationprocessing which is described later with reference to FIG. 14 (stepS18). In the processing, the number of payouts is determined based onthe combination of symbols displayed along one of the winning lines L,and is stored into a number-of-payouts counter provided in the RAM 73.

Next, in a case where the second symbols shown in FIG. 7 have beenrearranged on a winning line from among the symbols that are displayedin a stopped state in the symbol display region 4, the main CPU 71establishes a bonus game trigger and then executes bonus triggerdetermination processing for the sake of determining the contents of abonus game (step S19). In this bonus trigger determination processing,the main CPU 71 executes a bonus game to be described later, oralternatively, determines whether to execute a three continuous WILDsymbols game to be described later, by means of random number lottery.The determined contents are stored in the RAM 73.

Next, the main CPU 71 determines whether or not the bonus game triggerhas been established (step S20). When the main CPU 71 determines thatthe bonus game trigger has been established, the main CPU 71 performsbonus game processing to be described later with reference to FIG. 16(step S21).

When determining in step S20 that the bonus game trigger have not beenrearranged or after executing the processing of step S21, the main CPU71 determines whether or not the mystery bonus trigger is established(step S22). When determining that the mystery bonus trigger has beenestablished, the main CPU 71 conducts the mystery bonus processing (stepS23). In the processing, the number of payouts (e.g. 300) being set forthe mystery bonus is stored into the number-of-payouts counter providedin the RAM 73.

After the processing of step S23 or when determining in step S21 thatthe mystery bonus trigger has not been established, the main CPU 71conducts insurance-check processing which is described later withreference to FIG. 15 (step S24). In the processing, whether or not toconduct payout by the insurance is checked.

The main CPU 71 conducts payout processing (step S25). The main CPU 71adds the value stored in the number-of-payouts counter to anumber-of-credits counter provided in the RAM 73. It is to be noted thatoperations of the hopper 113 may be controlled based on input from theCASHOUT switch 33S, and coins of the number corresponding to the valuestored in the number-of-payouts counter may be discharged from the coinpayout exit 15A. Further, operations of the ticket printer 171 may becontrolled and a ticket with a barcode may be issued on which a valuestored in the number-of-payouts counter is recorded. After theprocessing has been conducted, the processing is shifted to step S12.

<Coin-Insertion/Start-Check Processing>

Next, with reference to FIG. 9, coin-insertion/start-check processing isdescribed.

First, the main CPU 71 determines whether or not insertion of a coin hasbeen detected by the coin counter 92C (step S41). When determining thatthe insertion of a coin has been detected, the main CPU 71 makes anaddition to the number-of-credits counter (step S42). It is to be notedthat, in addition to the insertion of a coin, the main CPU 71 maydetermine whether or not insertion of a bill has been detected by thebill validator 115, and when determining that the insertion of a billhas been detected, the main CPU 71 may add a value according to the billto the number-of-credits counter.

After step S42 or when determining in step S41 that the insertion of acoin has not been detected, the main CPU 71 determines whether or notthe number-of-credits counter is zero (step S43). When the main CPU 71determines that the number-of-credits counter is not zero, the main CPU71 permits operation acceptance of the BET buttons (step S44).

Next, the main CPU 71 determines whether or not operation of any of theBET buttons has been detected (step S45). When the main CPU 71determines that the BET switch has detected press of the BET button bythe player, the main CPU 71 makes an addition to a number-of-BETscounter provided in the RAM 73 and makes a subtraction from thenumber-of-credits counter, based on the type of the BET button (stepS46).

The main CPU 71 then determines whether or not the number-of-BETscounter is at its maximum (step S47). When the main CPU 71 determinesthat the number-of-BETs counter is at its maximum, the main CPU 71prohibits updating of the number-of-BETs counter (step S48). After stepS48 or when determining in step S47 that the number-of-BETs counter isnot at its maximum, the main CPU 71 permits operation acceptance of thespin button (step S49).

After step S49 or when determining in step S45 that the operation of anyof the BET buttons has not been detected, or when determining in stepS43 that the number-of-credits counter is zero, the main CPU 71determines whether or not operation of the spin button has been detected(step S50). When the main CPU 71 determines that the operation of thespin button has not been detected, the processing is shifted to stepS41.

When the main CPU 71 determines that the operation of the spin buttonhas been detected, the main CPU 71 conducts jackpot-related processingwhich is described later with reference to FIG. 10 (step S51). In theprocessing, the amount to be accumulated to the amount of jackpot iscalculated, and the amount is transmitted to the external control device200.

Next, the main CPU 71 conducts insurance-related processing which isdescribed later with reference to FIG. 11 (step S52). In the processing,counting of the number of games is conducted which triggers a payout bythe insurance. After the processing has been conducted, thecoin-insertion/start-check processing is completed.

<Jackpot-Related Processing>

Now, with reference to FIG. 10, the jackpot-related processing isdescribed. First, the main CPU 71 calculates the amount for accumulation(step S71). The main CPU 71 obtains the product of the value of thenumber-of-BETS counter and a preset accumulation ratio, so that theamount for accumulation to the amount of jackpot is calculated.

Next, the main CPU 71 transmits the calculated amount for accumulationto the external control device 200 (step S72). Upon reception of theamount for accumulation, the external control device 200 updates theamount of jackpot. After the processing has been conducted, thejackpot-related processing is completed.

<Insurance-Related Processing>

Next, with reference to FIG. 11, the insurance-related processing isdescribed. First, the main CPU 71 determines whether or not aninsurance-effective flag is turned on (step S91). Theinsurance-effective flag is turned on when a command to make theinsurance effective is inputted by the player in the insurance selectionprocessing which is described later with reference to FIG. 17.

When the main CPU 71 determines that the insurance-effective flag is notturned on, the main CPU 71 completes the insurance-related processing.On the other hand, when the main CPU 71 determines that theinsurance-effective flag is turned on, the main CPU 71 updates anumber-of-games counter for insurance provided in the RAM 73 (step S92).The number-of-games counter for insurance is a counter for managing thenumber of games up to the time of the payout by the insurance. In theprocessing of step S92, the main CPU 71 adds one to the number-of-gamescounter for insurance. After the processing has been conducted, theinsurance-related processing is completed.

<Symbol Lottery Processing>

Next, with reference to FIG. 12, the symbol lottery processing isdescribed. First, the main CPU 71 extracts random values for symboldetermination (step S111). The main CPU 71 then determines to-be stoppedsymbols for the respective video reels 3 by lottery (step S112). Themain CPU 71 holds a lottery for each video reel 3, and determines anyone of the 22 symbols (code numbers from “00” to “21”) as a to-bestopped symbol. At this time, each of the 22 symbols (code numbers from“00” to “21”) is determined at an equal probability (i.e. 1/22).

The main CPU 71 then stores the determined to-be stopped symbols for therespective video reels 3 into a symbol storage area provided in the RAM73 (step S113). Next, the main CPU 71 references the number-of-payoutsdetermination table (FIG. 7) and determines a winning combination basedon the symbol storage area (step S114). The main CPU 71 determines thewinning combination based on the combination of symbols to be displayedalong the winning line by the respective video reels 3 and thenumber-of-payouts determination table. After the processing has beenconducted, the symbol lottery processing is completed.

<Symbol Display Control Processing>

Next, with reference to FIG. 13, the symbol display control processingis described. First, the main CPU 71 starts scrolling of the symbolarrays of the respective video reels 3 that are displayed to the symboldisplay region 4 of the lower image display panel 141 (step S131). Themain CPU 71 then stops the scrolling of the symbol arrays of therespective video reels 3, based on the aforementioned symbol storagearea (step S132). After the processing has been conducted, the symboldisplay control processing is completed.

<Number-of-Payouts Determination Processing>

Next, with reference to FIG. 14, the number-of-payouts determinationprocessing is described. The main CPU 71 first determines whether or notthe winning combination is the jackpot (step S151). When the main CPU 71determines that the winning combination is not the jackpot, the main CPU71 determines the number of payouts corresponding to the winningcombination (step S152). When a winning combination is a fourth winningcombination, for example, a numeric value “8” is determined as thenumber of payouts (refer to FIG. 7). It is to be noted that the main CPU71 determines “0” as the number of payouts in the case where the game islost. Next, the main CPU 71 stores the determined number of payouts intothe number-of-payouts counter (step S153). After the processing has beenconducted, the number-of-payouts determination processing is completed.

When the main CPU 71 determines that the winning combination is thejackpot, the main CPU 71 notifies the external control device 200 of thewinning of the jackpot (step S154). It is to be noted that, uponreception of the notification, the external control device 200 transmitsto the gaming machine 1 the amount of jackpot having updated up to thattime. At this time, a part (e.g. 80%) of the amount of jackpot may bethe payout subject and the rest (e.g. 20%) may be carried over for theupcoming establishment of the jackpot trigger.

Next, the main CPU 71 receives the amount of jackpot from the externalcontrol device 200 (step S155). The main CPU 71 then stores the receivedamount of jackpot into the number-of-payouts counter (step S156). Afterthe processing has been conducted, the number-of-payouts determinationprocessing is completed.

<Insurance-Check Processing>

Next, with reference to FIG. 15, the insurance-check processing isdescribed. First, the main CPU 71 determines whether or not theinsurance-effective flag is turned on (step S171). When the main CPU 71determines that the insurance-effective flag is not turned on, the mainCPU 71 completes the insurance-check processing.

When the main CPU 71 determines that the insurance-effective flag isturned on, the main CPU 71 determines whether or not a predeterminedwinning combination has been established (step S172). In the presentembodiment, “bonus game trigger”, “jackpot” and “mystery bonus” aresubjects of the predetermined winning combination.

When the main CPU 71 determines that the predetermined winningcombination has not been established, the main CPU 71 determines whetheror not the number-of-games counter for insurance has reached apredetermined number of times (e.g. 300) (step S173). When the main CPU71 determines that the number-of-games counter for insurance has notreached the predetermined number of times, the main CPU 71 completes theinsurance-check processing.

When the main CPU 71 determines that the number-of-games counter forinsurance has reached the predetermined number of times, the main CPU 71conducts payout processing based on the amount of insurance (step S174).The main CPU 71 adds an amount (e.g. 200) previously set as the amountof insurance to the number-of-credits counter.

After step S174 or when determining in step S172 that the predeterminedwinning combination has been established, the main CPU 71 resets thenumber-of-games counter for insurance (step S175). Next, the main CPU 71turns the insurance-effective flag off (step S176). After the processinghas been conducted, the insurance-check processing is completed.

<Insurance Selection Processing>

Next, with reference to FIG. 16, the insurance selection processing isdescribed. First, the main CPU 71 determines whether or not theinsurance-effective flag is turned on (step S221). When the main CPU 71determines that the insurance-effective flag is not turned on, the mainCPU 71 displays an insurance-ineffective image (step S222). The main CPU71 transmits a command to display the insurance-ineffective image to thegraphic board 130. Based on the command, the graphic board 130 generatesthe insurance-ineffective image and displays the image to the lowerimage display panel 141.

As the insurance-ineffective image, for example, an image showing“INSURANCE BET $1.00 TOUCH TO BET” is displayed. This image is an imagefor prompting the player to select whether or not to make the insuranceeffective, and notifying the player of the amount required for makingthe insurance effective. The player can input a command to make theinsurance effective by touching a predetermined place on the touch panel114.

Subsequently, the main CPU 71 determines whether or not aninsurance-effective command input has been entered (step S223). When themain CPU 71 determines that the insurance-effective command input hasnot been entered, the main CPU 71 shifts the processing to step S221with the insurance-effective flag turned off. On the other hand, whenthe main CPU 71 determines that the insurance-effective command inputhas been entered, the main CPU 71 turns the insurance-effective flag on(step S224).

Next, the main CPU 71 subtracts the insurance-purchase amount from thenumber-of-credits counter (step S225). In the present embodiment, anamount corresponding to, for example, one dollar is subtracted from thenumber-of-credits counter. After step S225 or when determining in stepS221 that the insurance-effective flag is turned on, the main CPU 71displays the insurance-effective image (step S226).

As the insurance-effective image, for example, an image showing“INSURANCE CONTINUED WIN 200 CREDIT” is displayed. This image is animage informing the player that the insurance is effective, and that thevalue of “200” is to be added to the number-of-credits counter when theinsurance condition is satisfied. After the processing has beenconducted, the processing is shifted to step S221.

<Bonus Game Processing>

Next, bonus game processing will be described with reference to FIG. 17.First, the main CPU 71 determines whether or not the routine is causedto directly migrate to a bonus game, based on the contents of migrationto the bonus game that is determined in step S19 of FIG. 8 and then isstored in the RAM 73 (whether the routine is caused to directly migrateto a bonus game or to migrate to a three continuous WILD symbols game)(step S301).

In a case where a selection has been made to cause the routine tomigrate to a three continuous WILD symbols game in step S19, the mainCPU 71 causes the routine to migrate from step S301 to step S302 byobtaining a negative result in step S301 and then executes the threecontinuous WILD symbols game.

On the other hand, in a case where a selection has been made to causethe routine to directly migrate to the bonus game in step S19, the mainCPU 71 causes the routine to migrate from step S301 to step S303 byobtaining an affirmative result in step S301 and then determinesto-be-stopped symbols by means of random number lottery, based on randomnumber values for symbol determination as to a total of fifteen symbolsmade of five columns×three symbols, which is displayed in a symboldisplay region 4. Specifically, the position of a video reel to bestopped at a center stage in the symbol display region 4 (an upperstage, a center stage, and a lower stage) are randomly selected on eachof the video reels 3 a to 3 e. Symbol arrays made of a plurality ofkinds of symbols are assigned to each of the video reels 3 a to 3 e,whereby determining a stop position of a video reel designates randomlyselecting any of the symbols that configure the symbol array on thisvideo reel. In symbol lottery processing, the selected symbols aredetermined so as to stop at the center stage. In addition, the symbolsto be displayed in a stopped state at a top and a bottom of the centerstage are determined based on arrangement of the symbol array on thevideo reel.

As described above with respect to FIG. 7, a plurality of symbols of asame kind may also be occasionally assigned as to the respective symbolsthat configure the symbol arrays on the respective video reels, and aprobability that each of the symbols are selected is set for each of thesymbols in accordance with the assigned number. For example, moresymbols that are indicative of an eighth symbol (a pair of Japanesetraditional wooden clogs called “Geta”) than symbols indicative of aseventh symbol (a three-stringed Japanese traditional guitar called“Shamisen”) are assigned to symbol arrays, whereby a probability thatthe symbols that are indicative of the eighth symbols (the pair ofJapanese traditional wooden clogs called “Geta”) is higher than aprobability that the symbols indicative of the seventh symbols (thethree-stringed Japanese traditional guitar called “Shamisen”). In thisway, as to each of the video reels 3 a to 3 e, symbols displayed in astopped state in the symbol display region 4 (the upper stage, thecenter stage, and the lower stage) are determined by means of lottery.

When the lottery processing in step S303 completes, the main CPU 71determines whether or not a lottery result indicating that a bonussymbol is displayed in the symbol display region 4 has been obtained asa result of the lottery processing (step S304). In a case where theresult indicating that such a bonus symbol is displayed in the symboldisplay region 4 has not been obtained, the main CPU 71 causes theroutine to migrate from step S304 to step S305 by obtaining a negativeresult in step S304, scrolls all of the symbols in the symbol displayregion 4, and then, stops the symbols that are determined by means oflottery so as to be displayed in a stopped state in the symbol displayregion 4. In this processing operation, in a case where a winningcombination (FIG. 7) is established in accordance with the symbolsdisplayed in a stopped state, a prize according to the establishedwinning combination is awarded to a winning player. In this manner, in acase where no bonus symbol is displayed in a stopped state in the symboldisplay region 4, bonus game processing completes.

On the other hand, in a case where a lottery result indicating that atleast one bonus symbol is displayed anywhere in the symbol displayregion 4 in step S303, the main CPU 71 causes the routine to migratefrom step S304 to step S306 by obtaining an affirmative result in stepS304 and then determines whether or not three bonus symbols arerearranged from among the symbols displayed in a stopped state in thesymbol display region 4, the symbols having been determined by means oflottery in the step S303 described above.

In a case where a lottery result indicating that three bonus symbols aredisplayed has been obtained, the main CPU 71 causes the routine tomigrate from step S306 to step S308 by obtaining an affirmative resultin step S306, scrolls all of the symbols in the symbol display region 4,and then, stops the symbols that are determined by means of lottery soas to be displayed in a stopped state in the symbol display region 4.Specifically, as shown in FIG. 18, the symbols that are determined bylottery and include three bonus symbols B1 are displayed in a stoppedstate in the symbol display region 4. In this processing operation, in acase where a winning combination (FIG. 7) is established by means of thesymbols displayed in a stopped state, a prize according to theestablished winning combination is awarded to a winning player. The mainCPU 71 then causes the routine to migrate to a three options bonus game(step S317).

On the other hand, in a case where three bonus symbols determined bymeans of lottery in the step S303 described above are not displayed(that is, in a case where one or two bonus symbols are displayed), themain CPU 71 causes the routine to migrate from step S306 to step S307 byobtaining a negative result in step S306 and then determines whether ornot a high power button 38 (FIG. 4) is operated to be turned on. In acase where the high power button 38 is operated to be turned on, themain CPU 71 causes the routine to migrate from step S307 to step S309 byobtaining an affirmative result in step S307 and then determines whetheror not two bonus symbols determined by means of lottery in the step S303described above are displayed.

In a case where two bonus symbols are displayed, the main CPU 71 causesthe routine to migrate from step S309 to step S311 by obtaining anaffirmative result in step S309 and then determines whether or not acounter value is smaller than a preset value α. In a case where thecounter value does not reach the value α, the main CPU 71 causes theroutine to migrate from step S311 to step S312 by obtaining anaffirmative result in step S311, scrolls all of the symbols in thesymbol display region 4, and then, stops the symbols that are determinedby means of lottery so as to be displayed in a stopped state in thesymbols display region 4. In this processing operation, in a case wherea winning combination (FIG. 7) is established in accordance with thesymbols displayed in a stopped state, a prize according to theestablished winning combination is awarded to a winning prize. In thismanner, as shown in FIG. 19, two bonus symbols B1 are displayed in astopped state in the symbol display region 4.

The main CPU 71 then performs lottery as to whether or not to executere-scrolling (step S313). Re-scrolling to be described later is aprocessing operation to be executed by means of lottery in a case wheretwo bonus symbols are included in the symbols displayed in a stoppedstate in the symbol display region 4, and the main CPU 71 executeslottery as to whether or not to perform re-scrolling in step S313.

The probability table that is employed in lottery processing of stepS313 is provided in plurality, and among these tables, there is obtaineda probability table in which a probability that re-scrolling is executedis set to be higher as more BETs are placed. That is, the main CPU 71determines which probability table is to be employed, based on a valueof a number-of-BETs counter that has been added in accordance with thenumber of BETs, in coin insertion/start check processing shown in FIG.9.

The main CPU 71 determines a lottery result indicating whether or not toexecute re-scrolling (step S314). If a lottery result indicating that nomore re-scrolling is executed is obtained, the main CPU 71 completes thebonus game processing by obtaining a negative result in step S314.

On the other hand, if a lottery result indicating that re-scrolling isexecuted is obtained, the main CPU 71 causes the routine to migrate fromstep S314 to step S315 by obtaining an affirmative result in step S314,sets a unit game time so as to be reduced, and then in a reduced state,performs re-lottery for the symbols to be displayed in a stopped statein the symbol display region 4 as to video reels other than thoseincluding two bonus symbols having stopped in the symbol display region4 (step S316). This re-lottery is performed without changing aprobability table that is employed in symbol lottery. As the method ofreducing a unit game time, a method or the like of reducing a scrolltime of each video reel is employed.

In this way, symbol lottery is performed as to only video reels otherthan those on which at least one bonus symbol has stopped, whereby evenif symbol lottery is performed without changing a probability table(without changing a lottery probability of each symbol), a probabilitythat three bonus symbols are rearranged can be increased as to all ofthe video reels (as to all symbols on five reels). For example, in astate in which two bonus symbols stop in the symbol display region 4,symbol lottery is performed as to only the remaining video reels otherthan those on which at least one bonus symbol stops in the symboldisplay region 4, whereby if one bonus symbol is selected in theremaining video reel, a total of three bonus symbols are rearranged asto all of the video reels that are displayed in the symbol displayregion 4. Therefore, there can be increased a probability that threebonus symbols are rearranged as a result of lottery in the re-lottery(re-scroll) processing.

Thus, in a case where the high power button is further operated to beturned on in a state two bonus symbols are rearranged, there occurs apossibility that three bonus symbols are arranged at a high probabilityas a whole. As a method of increasing a probability that bonus symbolsare rearranged at the time of re-scrolling, there may be employed a reelon which more bonus symbols have been assigned or there may be reducedthe number of symbols other than bonus symbols in each reel.

In the embodiment, a player can be given a profit by means of a gamehaving a probability that three bonus symbols are rearranged, and in there-lottery (re-scroll) game, a unit game time is reduced and then theprogress of the game is accelerated, whereby a profit of a gamingfacility can be increased, and a balance between the profits of theplayer and the gaming facility can be maintained.

When re-lottery processing completes, the main CPU 71 scrolls videoreels other than those on which at least one bonus symbol which shouldbe displayed in a stopped state in the symbol display region 4 hasalready been displayed in a stopped state in the symbol display region 4and then stops the symbols that are determined by means of lottery so asto be displayed in a stopped state in the symbol display region 4. Inthis processing operation, in a case where a winning combination (FIG.7) is established in accordance with the symbols displayed in a stoppedstate, a prize according to the established winning combination isawarded to a winning player.

After counting up (step S318), the main CPU 71 then causes the routine omigrate to the step S306 described above and then determines whether ornot three bonus symbols determined by means of lottery are displayed.That is, the CPU 71 determines whether or not a total of three symbolsare displayed, the three symbols being made of at least one symboldetermined by means of lottery in the step S316 described above and atleast one bonus symbol, the display of which is maintained in thelottery performed previously.

In a case where a total number of three bonus symbols are not displayed(that is, in a case where two bonus symbols are displayed), the main CPU71 sequentially executes the processing operations in step S307, stepS309, and step S311. In a case where a counter value reaches a value α,the main CPU 71 resets the counter (step S310) by obtaining a negativeresult in step S311 and then completes the bonus game processing. Inthis manner, in a case where three bonus symbols have not appeared in afirst re-scroll, re-scroll is executed by a preset number of times α.

In a case where three bonus symbols have been rearranged whilere-scrolling is executed by a preset number of times α, the main CPU 71sequentially executes the processing operation in step S308 by obtainingan affirmative result in step S306, whereby three bonus symbols andother symbols are displayed in the symbol display region 4. The main CPU71 then executes a three options bonus game (step S312).

On the other hand, in a case where one of the bonus symbols that aredetermined by means of lottery in the step S303 described above isdisplayed, the main CPU 71 causes the routine to migrate from step S309to step S320 by obtaining a negative result in step S309, scrolls all ofthe symbols in the symbol display region 4, and then, stops the symbolsthat are determined by means of lottery so as to be displayed in astopped state in the symbol display region 4. In this processingoperation, in a case where a winning combination (FIG. 7) is establishedin accordance with the symbols displayed in a stopped state, a prizeaccording to the established winning combination is awarded to a winningplayer. The main CPU 71 then completes the bonus game processing.

In this way, in a case where one bonus symbol has appeared in a firstscroll, a condition for re-scrolling other symbols while leaving bonussymbols as they are is not met, whereby bonus symbol processing iscompleted.

On the other hand, in a case where the high power button 38 has not beenoperated, the main CPU 71 causes the routine to migrate from step S307to step S320 by obtaining a negative result in step S307, scrolls all ofthe symbols in the symbol display region 4, and then, stops the symbolsthat are determined by means of lottery so as to be displayed in astopped state in the symbol display region 4. In this processingoperation, in a case where a winning combination (FIG. 7) is establishedin accordance with the symbols displayed in a stopped state, a prizeaccording to the in accordance with the established symbol winningcombination is awarded to a winning player. The main CPU 71 thencompletes the bonus game processing.

In this way, in a case where the high power button 38 has not beenoperated, the main CPU 71 executes a bonus game as to whether or notthree bonus symbols are rearranged only one time. In a case where two orless bonus symbols have appeared as a result of lottery, the main CPU 71completes a bonus game without re-scrolling while leaving the bonussymbols having appeared.

As has been described above, in a case where two bonus symbols have beenrearranged in bonus game processing, other symbols are determined andscrolled by means of re-lottery while the bonus symbols are left.

In addition, in a case where two bonus symbols have been rearranged in astate in which the high power button 38 is operated, a bonus game isrepeated until three bonus symbols have been rearranged with α-timesbeing its upper limit while a unit game time is reduced.

<Three Continuous WILD Symbols Bonus Game Processing>

Next, a three continuous WILD symbols bonus game will be described withreference to FIG. 20. In bonus game processing of FIG. 17, the main CPU71 having caused the routine to migrate to step S302 enters a threecontinuous WILD symbols bonus game shown in FIG. 20 and then firstselects the contents of the three continuous WILD symbols bonus game bymeans of random number lottery (step S331).

In the case of the embodiment, the RAM 73 stores in advance the contentsof a plurality of three continuous WILD symbols bonus games provided inaccordance with whether or not to display three continuous WILD symbolsor different display video reels or the like in a case where thesesymbols are displayed. The main CPU 71 selects any of the plurality ofthree continuous WILD symbols bonus games provided, by means of randomnumber lottery in the processing operation of step S331.

The main CPU 71 then determines the symbols that are displayed in thesymbol display region 4, by means of random number lottery (step S332).Further, the main CPU 71 reads out from the RAM 73 three continuous WILDsymbols movie data and rendering sound data that correspond to thecontents selected in step S331 and then displays the three continuousWILD symbols movie on the lower image display panel 141 and outputs arendering sound from a speaker 112 (step S333).

For example, as shown in FIG. 21, in a state in which the respectivesymbols are scrolled in the symbol display region 4 that is displayed onthe lower image display panel 141, rendering is executed in the lowerimage display panel 141 as if this scroll screen were gradually coveredwith an image G1 indicating a Japanese paper sliding door and then allof the symbol display region 4 were covered therewith. As to thisrendering, in a graphic board 130 (FIG. 6), two frames are provided;among the two frames, an image of symbols that are displayed in thesymbol display region 4 is written in a first frame; and movie data onan image of a Japanese paper sliding door adapted to cover the symboldisplay region 4 therewith is written in a second frame.

By means of a command from the main CPU 71, the graphic board 130displays an image of a region covered with a Japanese paper sliding doorin one screen in accordance with the image data contained in the secondframe, and then, displays an image of a region for displaying anappearance of scrolling symbols (the region that is not covered with theJapanese paper sliding door) in accordance with the image data containedin the first frame. In this manner, as shown in FIG. 21, image renderingis made as if the image G1 indicating the Japanese paper sliding doorwere gradually closed and then a state of symbols scrolling at the backside were covered therewith.

When all of the symbols in the symbol display region 4 have been coveredwith the Japanese paper sliding door, the main CPU 71 displays an imageG2 indicating a shadow of a former Japanese courtesan called “Oiran” ata position corresponding to any video reel, as shown in FIG. 22. In thismanner, a player is allowed to expect that three continuous WILD symbolsmay appear.

According to the selected content of rendering, after the shadow hasbeen displayed, there may be a case in which a three continuous WILDsymbols bonus game is completed without causing three continuous WILDsymbols to appear. On the other hand, after the shadow has beendisplayed, in a case where the content of rendering indicating thatthree continuous WILD symbols appear has been selected, the main CPU 71controls the graphic board 130, whereby as shown in FIG. 23, a Japanesepaper sliding door that has been temporarily closed is opened and thenan image G3 of a former Japanese courtesan called “Oiran” that isindicative of three continuous WILD symbols is displayed on a video reelon which the shadow has been displayed, from among the video reelsscrolling at the back side. This image of the former Japanese courtesancalled “Oiran” is displayed in place of three continuous symbols on thetop and bottom displayed on one video reel. The image of the formerJapanese courtesan called “Oiran” representing three continuous WILDsymbols is a symbol to be employed in place of all symbols irrespectiveof the symbol lottery result in the step S332 described above. That is,in the display region for three symbols in which the image of the formerJapanese courtesan called “Oiran” has been displayed, a winningcombination (FIG. 7) is determined in place of all other symbols.

The main CPU 71 determines a winning combination including the image ofthe former Japanese courtesan called “Oiran” that is indicative of threecontinuous WILD symbols and then awards a prize according to a result ofthe determination to a winning player (step S334). The main CPU 71 thenexecutes extensive lottery processing of determining whether or not theroutine is caused to migrate to a three options bonus game by means ofrandom number lottery (step S335). In a case where a result of theextensive lottery processing is a result indicating that the routine iscaused to migrate to the three options bonus game, the main CPU 71causes the routine to migrate from step S336 to step S337 by obtainingan affirmative result in step S336; reads out from the RAM 73 renderingmovie data and rendering sound data for migration to the three optionsbonus game; and then displays the rendering movie on the lower imagedisplay panel 141 and outputs the rendering sound from the speaker 112.For example, the main CPU 71 execute a three options bonus game inwhich, after image rendering has been made as if the symbol displayregion 4 were covered with a Japanese paper sliding door, the Japanesepaper sliding door opens again, an image of a former Japanese courtesancalled “Oiran” is displayed in an enlarged manner and then three bonussymbols are displayed, a player executes a bonus game that is associatedwith one of the three bonus symbols that has been selected from a touchpanel 114 that is operated by a player (step S338).

On the other hand, if a result indicating no migration to the threeoptions bonus game is obtained as a lottery result in step S335, themain CPU 71 completes the three continuous WILD symbols bonus game byobtaining a negative result in step S336.

<Three Options Bonus Game Processing>

Next, a three options bonus game will be described with reference toFIG. 24. The main CPU 71 having caused the routine to migrate to stepS317 in the bonus game processing of FIG. 17 enters a three optionsbonus game shown in FIG. 24 and then first starts clocking by means ofan internal counter (step S351).

The main CPU 71 then waits until any of the three bonus symbols that aredisplayed on the lower image display panel 141 has been selected by aplayer operating the touch panel 114 that is provided on the lower imagedisplay panel 141 (step S352). In a case where the player does notoperate the touch panel 114, the main CPU 71 fails to input a signalthat is output in accordance with an operation result from the touchpanel 114, thereby obtaining a negative result in step S352. In thismanner, the main CPU 71 causes the routine to migrate from step S352 tostep S353 and then provides a display prompting an input operation (suchas a character display) on the lower image display panel 141.

After a predetermined period of time has elapsed in this state, the mainCPU 71 completes the three options bonus game by obtaining anaffirmative result in step S354. On the other hand, in a case where thepredetermined period of time has not elapsed, the main CPU 71 causes theroutine to migrate to the step S352 described above by obtaining anegative result in step S354 and then waits for a player to make aselection or an input.

On the other hand, when the player operates the touch panel 114 toselect and operate any of the three bonus symbols, the main CPU 71determines the selected bonus symbol, based on a signal that is outputin accordance with a selection result from the touch panel 114 (stepS355). In a case where the selected bonus symbol is a first bonussymbol, the main CPU 71 causes the routine to migrate from step S355 tostep S356 by obtaining an affirmative result in step S355 and thenexecutes a first bonus game (a Koharu bonus game). In this case, themain CPU 71 changes the first bonus symbol that is displayed on thelower image display panel 141 (the bonus symbol that is selected by theplayer) to a character (Koharu) that is indicative of the first bonusgame and then displays the changed character, thereby suggesting thatthe routine migrates to the first bonus game.

On the other hand, in a case where the bonus symbol selected by theplayer is not the first bonus symbol, the main CPU 71 causes the routineto migrate from step S355 to step S357 by obtaining a negative result instep S355 and then determines whether or not the selected bonus symbolis a second bonus symbol.

In a case where the selected bonus signal is the second bonus symbol,the main CPU 71 causes the routine to migrate from step S357 to stepS358 by obtaining an affirmative result in step S357 and then executes asecond bonus game (a Konatsu bonus game). In this case, the main CPU 71changes the second bonus symbol that is displayed on the lower imagedisplay panel 141 (the bonus symbol that is selected by the player) to acharacter (Konatsu) that is indicative of the second bonus game and thendisplays the changed character, thereby suggesting that the routinemigrates to the second bonus game.

On the other hand, in a case where the bonus symbol selected by theplayer is not the second bonus symbol, the fact designates that thebonus symbol selected by the player has been a third bonus symbol. Themain CPU 71 causes the routine to migrate from step S357 to step S359 byobtaining a negative result in step S357 and then executes the thirdbonus game (a Koyuki bonus game). In this case, the main CPU 71 changesthe third bonus symbol that is displayed on the lower image displaypanel 141 (the bonus symbol that is selected by the player) to acharacter (Koyuki) representing the third bonus game and then displaysthe changed character, thereby suggesting that the routine migrates tothe third bonus game.

In this way, the player operates any of three bonus symbols from amongthe symbols having stopped after scrolled in the symbol display region 4of the lower image display panel 141, whereby a bonus game (the first,second, or third bonus game) according to the operated bonus symbol isselected and executed.

<First Bonus Game (Koharu Bonus Game) Processing>

Next, a first bonus game (a Koharu bonus game) will be described withreference to FIG. 25. The main CPU 71 having caused the routine tomigrate to the first bonus game (the Koharu bonus game) of step S356 inthe three options bonus game processing of FIG. 24 enters the firstbonus game (the Koharu bonus game) shown in FIG. 25 and then firststarts clocking by means of an internal counter (step S371).

The main CPU 71 then reads out from the RAM 73 the performance moviedata and the performance sound data according to the elapse of time andthen displays the performance movie on the lower image display panel 141and outputs the performance sound from the speaker 112 (step S372). Theperformance movie used herein is, as shown in FIG. 26, a movie on whichan image G4 is displayed indicating that Koharu who is a character ofthe first bonus game performs a three-stringed Japanese traditionalguitar called “Shamisen”, and a plurality of patterns are provided inadvance in accordance with the elapse of time. For example, in a casewhere the elapse of time is from 0 to a first elapse of time, items ofdata relating to a performance movie of a comparatively slow tempo and aperformance sound are stored in the RAM 73 as a performance movieaccording to the first elapse of time.

On the other hand, for example, in a case where the elapse of time isfrom 0 to a second elapse of time after the first elapse of time, itemsof a performance movie and a performance sound of a relatively fastertempo than those according to the first elapse of time are stored inadvance in association with the above case. In addition, in theperformance movie, as shown in FIG. 26, an image G5 is displayedindicating that a Japanese sliding screen is closed in accordance withthe elapse of time, and if a long period of time has elapsed, image datais stored in advance, the image data indicating an appearance that theJapanese sliding screen is completely closed, as shown in FIG. 27. Inthis way, the items of data relating to the performance movie and theperformance sound, the tempo of which becomes sequentially faster inaccordance with the elapse of time, are stored in advance, and the mainCPU 71 reads out from the RAM 73 the items of data relating to theperformance movie and the performance sound according to the elapse oftime and then outputs the read out data from the lower image displaypanel 141 and the speaker 112.

When the main CPU 71 outputs the performance movie and the performancesound according to the elapse of time, the main CPU 71 determines that apredetermined period of time has elapsed (step S373). In a case wherethe main CPU 71 determines that the predetermined period of time has notelapsed, the main CPU 71 causes the routine to migrate to the step S372described above by obtaining a negative result in step S373 and thenmaintains output of the performance movie and the performance soundaccording to the elapse of time.

On the other hand, in a case where the main CPU 71 determines that thepredetermined period of time has elapsed, the main CPU 71 causes theroutine to migrate from step S373 to step S374 by obtaining anaffirmative result in step S373 and then increases the number of payoutsto be paid out to a player. The increased number of payouts is stored inthe RAM 73.

In addition, the main CPU 71 displays the increased number of payouts onthe lower image display panel 141, for example (step S375). This displayincludes a variety of rendering images suggesting the increased numberin addition to numerically displaying the number of payouts, as shown inFIG. 26.

The main CPU 71 then determines whether or not to complete the firstbonus game (the Koharu bonus game) by means of random number lottery(step S376). If a lottery result indicating that the first bonus game(the Koharu bonus game) is not completed is obtained, the main CPU 71causes the routine to migrate from step S377 to step S374 by obtaining anegative result in step S377 and then increases the number of payouts inaccordance with the elapse of time.

On the other hand, if a lottery result indicating that the first bonusgame (the Koharu bonus game) is completed is obtained, the main CPU 71causes the routine to migrate from step S377 to step S378 by obtainingan affirmative result in step S377 and then executes extensive lotteryprocessing of determining whether or not the routine is caused tomigrate to a third bonus game (a Koyuki bonus game) by means of randomnumber lottery (step S378).

In a case where a result of the extensive lottery processing is a resultindicating that the routine migrates to the third bonus game (the Koyukibonus game), the main CPU 71 causes the routine to migrate from stepS379 to step S380 by obtaining an affirmative result in step S379; readsout from the RAM 73 rendering movie data and rendering sound data forthe routine to migrate to the third bonus game (the Koyuki bonus game);and then displays the rendering movie on the lower image display panel141 and outputs the rendering sound from the speaker 112. For example,on the lower image display panel 141, as shown in FIG. 27, the renderingmovie is displayed in such a manner that an image is displayedindicating that the Japanese paper sliding door is completely closed,and thereafter, an image is displayed indicating that the Japanese papersliding door is opened again. After that, the main CPU 71 executes thethird bonus game (the Koyuki bonus game) in order for the routine toextensively migrate to another bonus game (step S381).

On the other hand, a result indicating that the routine does not migrateto the third bonus game (the Koyuki bonus game) is obtained as a lotteryresult in step S378, the main CPU 71 completes the Koyuki bonus game byobtaining a negative result in step S379.

As to processing of the first bonus game (the Koharu bonus game), forexample, an operating procedure shown in FIG. 28 may also be employed inaddition to the operating procedure shown in FIG. 25. That is, while, inthe operating procedure shown in FIG. 25, it was determined whether ornot to complete the first bonus game (the Koharu bonus game) inaccordance with the elapse of time, a game time is predetermined bymeans of lottery at the time of starting the first bonus game (theKoharu bonus game) in the operating procedure shown in FIG. 28.

As shown in FIG. 28, when the routine enters the first bonus game (theKoharu bonus game), the main CPU 71 determines a playing time (aperformance time) of the first bonus game (the Koharu bonus game) bymeans of random number lottery (step S401). After that, the main CPU 71reads out items of data relating to a plurality of kinds of performancemovies and performance sounds that are stored in advance in the RAM 73in association with the determined performance time in step S401 (stepS402) and then outputs (reproduces) the read out data from the lowerimage display panel 141 and the speaker 112 (step S403). In this way, byoutputting the performance movie and the performance sound that areprovided according to the performance time, a player is allowed torecognize the playing time of the first bonus game (the Koharu bonusgame) from his or her experience by means of the output performancemovie and performance sound.

The main CPU 71 determines whether or not reproduction of the selectedperformance movie and performance sound has completed (step S404). In acase where the reproduction has not completed, the main CPU 71 causesthe routine to migrate from step S404 to step S403 and then continuesthe reproduction. On the other hand, in a case where the reproductionhas completed, the main CPU 71 causes the routine from step S404 to stepS405 by obtaining an affirmative result in step S404 and then executesextensive lottery processing of determining whether or not the routineis caused to migrate to the third bonus game (the Koyuki bonus game) bymeans of random number lottery (step S406).

In a case where a result of the extensive lottery processing is a resultindicating that the routine migrates to the third bonus game (the Koyukibonus game), the main CPU 71 causes the routine to migrate from stepS406 to step S407 by obtaining an affirmative result in step S406; readsout from the RAM 73 rendering movie data and rendering sound data forthe routine to migrate to the third bonus game (the Koyuki bonus game);and then, displays the rendering movie on the lower image display panel141 and outputs the rendering sound from the speaker 112. For example,in the lower image display panel 141, as shown in FIG. 27, the renderingmovie is displayed in such a manner that an image is displayedindicating that a Japanese paper sliding is completely closed, andthereafter, an image is displayed indicating that the Japanese papersliding door is opened again. After that, the main CPU 71 executes thethird bonus game (the Koyuki bonus game) in order for the routine toextensively migrate to another bonus game (step S408).

On the other hand, if a result indicating that the routine does notmigrate to the third bonus game (the Koyuki bonus game) is obtained as alottery result in step S406, the main CPU 71 completes the Koyuki bonusgame by obtaining a negative result in step S406. As shown in FIG. 28,when the first bonus game (the Koharu bonus game) is executed, theplaying time (performance time) of the first bonus game (the Koharubonus game) may be predetermined so as to output (reproduce) theperformance movie and the performance sound according to thepredetermined playing time.

<Second Bonus Game (Konatsu Bonus Game) Processing>

Next, a second bonus game (a Konatsu bonus game) will be described withreference to FIG. 29. The CPU 71 having caused the routine to migrate tothe second bonus game (the Konatsu bonus game) of step S358 in threeoptions bonus game processing of FIG. 23 enters the second bonus game(the Konatsu bonus game) shown in FIG. 29 and then first increments acounter (step S431).

The main CPU 71 then determines the symbols to be displayed in a stoppedstate in fifteen symbol display regions 4 made of five columns×threesymbols, by means of random number lottery (step S432). When symbollottery processing completes, the main CPU 71 determines the number ofWILD symbols (one or two symbols) to be entered into a first video reel3 a (FIG. 4), by means of random number lottery (step S433). Inaddition, the main CPU 71 determines the number of WILD symbols (one ortwo symbols) to be entered into a second video reel 3 b (FIG. 4), bymeans of random number lottery (step S434). Further, the main CPU 71determines the number of WILD symbols (one or two symbols) to be enteredinto a third video reel 3 c (FIG. 4), by means of random number lottery(step S435). Furthermore, the main CPU 71 determines the number of WILDsymbols (one or two symbols) to be entered into a fourth video reel 3 d(FIG. 4), by means of random number lottery (step S436). Stillfurthermore, the main CPU 71 determines the number of WILD symbols (oneor two symbols) to be entered into a fifth video reel 3 e (FIG. 4), bymeans of random number lottery (step S437).

In this manner, with respect to the first video reel 3 a to the fifthvideo reel 3 e, when the number of WILD symbols to be entered isdetermined by means of lottery, the main CPU 71 determines the contentsof rendering (step S438), scrolls symbols in a state in which all of thesymbols determined in the step S432 described above have been coveredwith the WILD symbols on which the number of entries has been determinedin the step S433 to the step S437 described above, and then, displays animage that is to be stopped, on the lower image display panel 141 (stepS439). In this manner, as shown in FIG. 30, the lower image displaypanel 141 displays fifteen symbols and WILD symbols (former Japaneseoval gold coins), the number of which has been determined for each videoreel by means of lottery, in 15 symbol display regions 4 made of fivecolumns×three symbols. FIG. 30 shows an example in which one WILD symbol(former Japanese oval gold coin) B11 is displayed on each video reel.

The main CPU 71 determines a winning combination including WILD symbols(determines a winning combination using any of the WILD symbols in placeof any symbol) and determines the number of payouts made of a prizeaccording to the number of entries of the WILD symbols, and then, storesthe determined number of payouts in the RAM 73 (step S440).

The main CPU 71 executes extensive lottery processing of determiningwhether or not the routine is caused to migrate to the third bonus game(the Koyuki bonus game), by means of random number lottery (step S441).In a case where a result of the extensive lottery processing is a resultindicating that the routine migrates to the third bonus game (the Koyukibonus game), the main CPU 71 causes the routine to migrate from stepS442 to step S443 by obtaining an affirmative result in step S442 andthen stores in the RAM 73 the data relating to the lottery resultindicating that the routine migrates to the third bonus game (the Koyukibonus game) has been obtained. Subsequent to step S443 or in a casewhere a negative result has been obtained in step S442 (in a case wherea result indicating that the routine does not migrate to the third bonusgame (the Koyuki bonus game) has been obtained in the lottery of stepS441 described above), the main CPU 71 determines whether or not thesecond bonus game (the Konatsu bonus game) has completed by apredetermined number of games (for example, by seven games), based on acounter value (step S444).

In a case where the predetermined number of games has not been reached,the main CPU 71 causes the routine to migrate from step S444 to the stepS431 described above by obtaining a negative result in step S444,increments the counter, and then, further repeats the game. In thismanner, on each video reel, the number of WILD symbols B11 to be enteredincreases as the number of games increases.

On the other hand, in a case where the predetermined number of games hasbeen reached, the main CPU 71 causes the routine to migrate from stepS444 to step S445 by obtaining an affirmative result in step S444,resets the counter, and then, determines whether or not a resultindicating that the routine extensively migrates to the third bonus game(the Koyuki bonus game) has been stocked in the RAM 73 (step S446).

In a case where the result indicating that the routine extensivelymigrates to the third bonus game (the Koyuki bonus game) has beenstocked in the RAM 73, in during predetermined numbers of game (forexample, seven games), the fact designates that a lottery resultindicating that the routine extensively migrates to the third bonus game(the Koyuki bonus game) has been obtained in the extensive lottery (stepS441). The main CPU 71 causes the routine to migrate from step S446 tostep S447 by obtaining an affirmative result in step S446; reads outfrom the RAM 73 rendering movie data and rendering sound data for theroutine to migrate to the third bonus game (the Koyuki bonus game); andthen, displays the rendering movie on the lower image display panel 141and outputs the rendering sound from the speaker 112. For example, inthe lower image display panel 141, as shown in FIG. 31, the renderingmovie is displayed as if an image G11 indicative of a former Japanesecourtesan called “Oiran” appears at the center of the symbol displayregions 4. After that, the main CPU 71 executes the third bonus game(the Koyuki bonus game) in order for the routine to extensively migrateto another bonus game (step S448).

On the other hand, in a case where a result indicating that the routineextensively migrates to the third bonus game (the Koyuki bonus game) hasnot been stocked in the RAM 73, in during predetermined numbers of game(for example, seven games), the fact designates that a lottery resultindicating that the routine extensively migrates to the third bonus game(the Koyuki bonus game) has not been obtained in the extensive lottery(step S441). The main CPU 71 completes the second bonus game (theKonatsu bonus game) by obtaining a negative result in step S446.

In accordance with the second bonus game (the Konatsu bonus game)processing described above with respect to FIG. 29, the number ofpositions of WILD symbols to be entered into the first video reel 3 a tothe fifth video reel 3 e are determined in each of the games, the numberof which has been predetermined (for example, seven games), and then aprize (the number of payouts) according to a total number of WILDsymbols having been entered is determined at a stage at which all gameshave been consumed.

In place of the fact that the lottery processing of the number ofentries of WILD symbols is performed in each game, when the routine hasmigrated to the second bonus game (the Konatsu bonus game), the numberof entries in all games (for example, seven games) may be determined.The operating procedure is shown in FIG. 32.

As shown in FIG. 32, the main CPU 71 having caused the routine tomigrate to the second bonus game (the Konatsu bonus game) firstdetermines, by means of random number lottery, the number of WILDsymbols to be entered into all of the video reels (one or two symbols)with respect to all games (for example, seven games), each of which isthe second bonus game (the Konatsu bonus game). The main CPU 71 thenstores the determined result in the RAM 73 (step S451).

The main CPU 71 then increments the counter (step S452) and thendetermines the symbols to be displayed in a stopped state in the fifteensymbol display regions 4 made of five columns×three symbols (step S453).When symbol lottery processing completes, the main CPU 71 determines thecontents of rendering (step S454). Among the WILD symbols to be enteredwith respect to all games determined in the step S451 described above,the CPU 71 scrolls symbols in a state in which all of the symbolsdetermined in the step S453 described above are covered with the WILDsymbol determined with respect to any of the games, and then, displaysan image that is to be stopped, on the lower image display panel 141(step S455). In this manner, as shown in FIG. 30, the lower imagedisplay panel 141 displays fifteen symbols and WILD symbols (formerJapanese oval gold coin symbols), the number of which has beendetermined for each video reel by means of lottery, in fifteen symboldisplay regions 4 made of five columns×three symbols.

The main CPU 71 determines a winning combination including WILD symbols(determines a winning combination using any of the WILD symbols in placeof any symbol) and determines the number of payouts made of a prizeaccording to the number of entries of the WILD symbols. The main CPU 71then stores the determined number of payouts in the RAM 73 (step S456).

The main CPU 71 executes extensive lottery processing of determiningwhether or not the routine is caused to migrate to the third bonus game(the Koyuki bonus game), by means of random number lottery (step S457).In a case where a result of the extensive lottery processing is a resultindicating that the routine migrates to the third bonus game (the Koyukibonus game), the main CPU 71 causes the routine to migrate from stepS458 to step S459 by obtaining an affirmative result in step S458 andthen stores in the RAM 73 data relating to the lottery result indicatingthat the routine migrates to the third bonus game (the Koyuki bonusgame) has been obtained. Subsequent to step S459 or in a case where anegative result has been obtained in step S458 (in a case where a resultindicating that the routine does not migrate to the third bonus game(the Koyuki bonus game) has been obtained in the lottery of step S457described above), the main CPU 71 determines whether or not the secondbonus game (the Konatsu bonus game) has completed by a predeterminednumber of games (for example, by seven games), based on a counter value(step S460).

In a case where the predetermined number of games has not been reached,the main CPU 71 causes the routine to migrate from step S460 to the stepS452 described above by obtaining a negative result in step S460,increments the counter, and then, further repeats the game.

On the other hand, in a case where the predetermined number of games hasbeen reached, the main CPU 71 causes the routine to migrate from stepS460 to step S461 by obtaining an affirmative result in step S460,resets the counter, and then, determines whether or not a resultindicating that the routine extensively migrates to the third bonus game(the Koyuki bonus game) has been stocked in the RAM 73 (step S462).

In a case where the result indicating that the routine extensivelymigrates to the third bonus game (the Koyuki bonus game) has beenstocked in the RAM 73, in during predetermined numbers of game (forexample, seven games), the fact designates that a lottery resultindicating that the routine extensively migrates to the third bonus game(the Koyuki bonus game) has been obtained in the extensive lottery (stepS457). The main CPU 71 causes the routine to migrate from step S462 tostep S463 by obtaining an affirmative result in step S462; reads outfrom the RAM 73 rendering movie data and rendering sound data for theroutine to migrate to the third bonus game (the Koyuki bonus game); andthen, displays the rendering movie on the lower image display panel 141and outputs the rendering sound from the speaker 112. For example, inthe lower image display panel 141, as shown in FIG. 31, the renderingmovie is displayed as if an image G11 that is indicative of a formerJapanese courtesan called “Oiran” were appearing at the center of thesymbol display regions 4. After that, the main CPU 71 executes the thirdbonus game (the Koyuki bonus game) in order for the routine toextensively migrate to another bonus game (step S464).

On the other hand, in a case where a result indicating that the routineextensively migrates to the third bonus game (the Koyuki bonus game) hasnot been stocked in the RAM 73, in during predetermined numbers of game,the fact designates that a lottery result indicating that the routineextensively migrates to the third bonus game (the Koyuki bonus game) hasnot been obtained in the extensive lottery (step S457). The main CPU 71completes the second bonus game (the Konatsu bonus game) by obtaining anegative result in step S462.

In accordance with the second bonus game (the Konatsu bonus game)processing described above with respect to FIG. 32, the number andpositions of WILD symbols to be entered in each of the games, the numberof which has been predetermined (for example, seven games) arepredetermined by means of random number lottery with respect to allgames of the second bonus game (the Konatsu bonus game), and then, aprize (the number of payouts) according to a total number of WILDsymbols having been entered is determined at a stage at which all gameshave been consumed.

<Third Bonus Game (Koyuki Bonus Game) Processing>

Next, a third bonus game (a Koyuki bonus game) will be described withreference to FIG. 33 and FIG. 34.

The third bonus game (the Koyuki bonus game) is a bonus game that is setso that the routine can migrate by means of a plurality of routes. Afirst route is established in a case where the routine has been causedto migrate to the third bonus game (the Koyuki bonus game) of step S359in the three options bonus game processing shown in FIG. 24. A secondroute is established in a case where the routine has been caused tomigrate to the third bonus game (the Koyuki bonus game) of step S381 inthe first bonus game (the Koharu bonus game) processing shown in FIG.25. In addition, the second route is also established in a case wherethe routine has been caused to migrate to the third bonus game (theKoyuki bonus game) of step S408 in a modification example of the firstbonus game (the Koharu bonus game) processing shown in FIG. 28. A thirdroute is established in a case where the routine has been caused tomigrate to the third bonus game (the Koyuki bonus game) of step S448 inthe second bonus game (the Konatsu bonus game) processing shown in FIG.29. In addition, the third route is established in a case where theroutine has been caused to migrate to the third bonus game (the Koyukibonus game) of step S464 in a modification example of the second bonusgame (the Konatsu bonus game) processing shown in FIG. 32.

When the main CPU 71 enters the third bonus game (the Koyuki bonus game)from these loops, the main CPU 71 displays an image for start operation,shown in FIG. 35, in the lower image display panel 141, in place offifteen symbols display regions 4 made of five columns×three symbols(step S481). This image also serves as an image that is indicative of alandscape at a start point, the image including guiding displays bymeans of characters such as “go forward”, “go to left”, or “go to right”together with the arrows. A player operates to press any of these arrowsthat are displayed on the lower image display panel 141, therebyenabling the main CPU 71 to determine that the player has specified anyof the arrows, based on an output signal from the touch panel 114 thatis provided in the lower image display panel 141.

In addition, in the upper image display panel 131, an image that isindicative of the contents of the progress of the third bonus game, asshown in FIG. 36, is drawn on a surface of a light transmission plate.In this image, an image that is indicative of a start position of a gameis drawn at a lower part of the upper image display panel 131, and animage that is indicative of a goal is drawn at an upper part of the samedisplay panel. With respect to light emission modes of a plurality oflamps that are provided at a back side of the image display panel 131,their light emission positions are changed so that light moves from alower start position sequentially upward or transversely, in accordancewith the progress of the third bonus game, under the control of the mainCPU 71.

The main CPU 71 displays the image for start operation, shown in FIG.35, in the lower image display panel 141 (step S481), and then, as shownin FIG. 37, the main CPU 71 causes light to be emitted from a lamp atthe back side of a region P1 that is indicative of the start point,thereby causing a player to recognize that the third bonus game (theKoyuki bonus game) is started, through the light emission of the startpoint (step S482). The main CPU 71 then waits for the player to make aninput operation from the touch panel 114 in the lower image displaypanel 141 (step S483).

In a case where the player has not made an input operation, the main CPU71 causes the routine to migrate from step S483 to step S482 byobtaining a negative result in step S483 and then maintain lightemission at a start point.

On the other hand, in a case where the player has made an inputoperation, the main CPU 71 causes the routine to migrate from step S483to step S484 by obtaining an affirmative result in step S483 and thenchanges a light emitting position of the upper image display panel 131in accordance with an input operation. Specifically, in a case where theplayer has operated to press the arrow A1 that corresponds to theguiding display “go forward” shown in FIG. 35 (the arrow indicating anupward direction), in response to the press operation the main CPU 71changes the light emitting position of the upper image display panel 131to a region P2 that is indicative of a crossing point at the upwarddirection as viewed from the region P1 that is indicative of the startpoint, as shown in FIG. 38. That is, the main CPU 71 stops lightemission from the lamp at the back side of the region P1 that isindicative of the start point and then causes light to be emitted from alamp at the back side of the region P2 that is indicative of thecrossing point. In this manner, the player can recognize what theprogress of a game is going on, in accordance with his or her ownoperation.

In addition, in a case where the player has operated to press the arrowA2 that corresponds to the guiding display “go to left” shown in FIG. 35(the arrow indicating a leftward direction), in response to this pressoperation the main CPU 71 changes the light emitting position of theupper image display panel 131 to a region P3 that is indicative of afirst shop (a Tempura House) that exists in a leftward direction asviewed from the region P1 that is indicative of the start point, asshown in FIG. 39. That is, the main CPU 71 stops light emission from thelamp at the back side of the region P1 that is indicative of the startpoint and then causes light to be emitted from a lamp at the back sideof the region P3 that is indicative of the first shop (the TempuraHouse). In this manner, the player can recognize what the progress of agame is going on, in accordance with his or her own operation.

Further, in a case where the player has operated to press the arrow A3that corresponds to the guiding display “go to right” shown in FIG. 35(the arrow indicating a rightward direction), in response to this pressoperation the main CPU 71 changes the light emitting position of theupper image display panel 131 to a region P4 that is indicative of asecond shop (a Japanese Tea Lounge) that is in a rightward direction asviewed from the region P1 that is indicative of the start point, asshown in FIG. 40. That is, the main CPU 71 stops light emission from thelamp at the back side of the region P1 that is indicative of the startpoint and then causes light to be emitted from a lamp at the back sideof the region P4 that is indicative of the second shop (the Japanese TeaLounge). In this manner, the player can recognize what the progress of agame is going on, in accordance with his or her own operation.

In a case where the first shop (the Tempura House) has been selected, afirst mini-game is executed, or alternatively, in a case where thesecond shop (the Japanese Tea Lounge) has been selected, a secondmini-game is executed. The main CPU 71 determines whether or not thegame selected by the player is the first mini-game (step S485). In thecase where the player has selected the first shop (the Tempura House),the main CPU 71 causes the routine from step S485 to step S486 byobtaining an affirmative result in step S485; displays an image of thefirst mini-game in the lower image display panel 141; and then, executesthe first mini-game. For example, in the first mini-game, the player iscaused to select one Tempura from among three different kinds ofTempuras and then execute a game in which a prize according to theselected Tempura is awarded to the player.

On the other hand, in a case where the player has not selected the firstshop (the Tempura House), the main CPU 71 causes the routine from stepS485 to step S487 by obtaining a negative result in step S485 and thendetermines whether or not the game selected by the player is the secondmini-game. In a case where the player has selected the second shop (theJapanese Tea Lounge), the main CPU 71 causes the routine to migrate fromstep S487 to step S488 by obtaining an affirmative result in step S487;displays an image of the second mini-game in the lower image displaypanel 141; and then, executes the second mini-game. For example, in thesecond game, the player is caused to select one Japanese teacup fromthree different kinds of Japanese teacups and then execute a game inwhich a prize according to the selected Japanese teacup is awarded tothe player.

While the amounts of the prizes to be awarded to the player according toa game result are different from each other in the first mini-gameexecuted in the step S486 described above and the second mini-gameexecuted in the step S488 described above, the average amount of prizesis the same in these two mini-games. For example, while variation marginof prizes in three Tempuras selected in the first mini-game are greaterthan those in three Japanese teacups selected in the second mini-game,the average amount of prizes in the three Tempuras selected in the firstmini-game is identical to that in the three Japanese teacups selected inthe second mini-game.

The main CPU 71 causes the routine to migrate to step S489 subsequent tothe processing operation of the step S486 described above or subsequentto the processing operation of the step S488 described above and thenawards to the player a prize according to a result of the mini-game.

On the other hand, in a case where the player has selected neither ofthe first shop (the Tempura House) and the second shop (the Japanese TeaLounge) in the step S483 described above, the main CPU 71 causes theroutine to migrate from step S487 to step S490 by obtaining a negativeresult in step S487. Step S490 is a processing operation of displaying alandscape image in a region that is indicative of a crossing pointaccording to the progress of a game, on the lower image display panel141. For example, in a case where the CPU 71 has caused the routine tomigrate to step S490 by obtaining the negative result in step S487, thefact designates that the player has selected a crossing point indicatingan upward direction, in a selection operation made in the region P1 thatis indicative of the start point. The main CPU 71 displays a selectionoperation image in the cross point, as shown in FIG. 41, in the lowerimage display panel 141.

In addition, after the first mini-game in step S486 has been executed,or alternatively, after the second mii-game in step S488 has beenexecuted, a game moves to a respective one of the corresponding crossingpoints (a region P5 (FIG. 36) that is indicative of a crossing pointafter the first mini-game or a region P6 (FIG. 36) that is indicative ofa crossing point after the second mini-game), and in response to thismovement, in step S490, a selection operation image in the cross point,as shown in FIG. 41, is displayed on the lower image display panel 141.

After the selection operation image has been displayed at the crossingpoint according to the progress of a game in the lower image displaypanel 141 (step S490), the main CPU 71 waits for the player to make aninput operation (a selection operation). The selection operation image(FIG. 41) that has been displayed in the lower image display panel 141includes images D1 to D4 that are indicative of shadows of a pluralityof guides. When the player operates to press any of the images D1 to D4,the main CPU 71 determines that the player's selection is any of theimages D1 to D4, based on an output signal that is output from the touchpanel 114 in response to this press operation.

In a case where the player has made no selection operation, the main CPU71 causes the routine from step S491 to step S490 described above byobtaining a negative result in step S491 and then continues display ofthe selection operation image (FIG. 41). On the other hand, in a casewhere the player has made any selection operation, the main CPU 71causes the routine to migrate from step S491 to step S492 by obtainingan affirmative result in step S491 and then displays an image accordingto the input operation (the selection operation) on the lower imagedisplay panel 141. For example, in a case where the image D1 (FIG. 41)has been selected, a good guider appears in response to the selectedimage D1 and then the player is guided to advance in an upwarddirection.

For example, in the region P5 that is indicative of a crossing point, agame advances to a region P9 that is indicative of a crossing point thatis in the upward direction; in the region P6 that is indicative of acrossing point, a game advances to a region P10 that is indicative of acrossing point that is in the upward direction; and in the region P2that is indicative of a crossing point, a game advances to a region P11that is indicative of a crossing point that is in the upward direction.In this manner, in a case where a good guider has appeared in accordancewith the player selection, a game advances to the top that is a goal inthe third bonus game (the Koyuki bonus game).

On the other hand, in a case where the player has selected the image D2(FIG. 41), for example, a guide appears in response to the selectedimage D2, the player is guided to a shop in a transverse direction, andthen, in the shop to which the player has been guided, a further newselection operation image is displayed on the lower image display panel141. On this new selection operation image, a plurality of formerJapanese courtesan called “Oiran” shadows are displayed on a FormerJapanese paper sliding door, and when the player selects any of them,the routine advances to a game according to the selection. For example,if a specific Japanese Geisha girl appears, a predetermined prize isawarded; if a former Japanese courtesan called “Oiran” appears, roulettelottery is executed; or if a thief appears, the third bonus game (theKoyuki bonus game) completes. Different kinds of prizes are setdepending on these characters.

On the other hand, in a case where the player has selected the image D3(FIG. 41), for example, a thief appears in response to the selectedimage D3 and then the third bonus game (the Koyuki bonus game)completes.

On the other hand, in a case where the player has selected the image D4(FIG. 41), for example, a former Japanese courtesan called “Oiran”appears in response to the selected image D4 and then roulette lotteryis executed. In this roulette lottery, a roulette is displayed on thelower image display panel 141 and then a prize is determined and awardedby means of this roulette.

When any of the images D1 to D4 is selected in this way, the main CPU 71displays an image of a character according to the selected image, on thelower image display panel 141, and then, advances a game in accordancewith the selected image. In addition, the main CPU 71 awards a prizeaccording to the selected image from among the images D1 to D4 to awinning player (step S493). Further, the main CPU 71 changes a lightemitting device in the upper image display panel 131 in response to aninput operation (a selection operation) (in response to advance of thegame) made by the player (step S494).

After the main CPU 71 has caused the routine to move from a crossingpoint to a shop in a transverse direction by means of selection of anyof the images D1 to D4, the main CPU 71 causes the routine to advance inthe transverse direction as is and then move to another crossing point.For example, after the player has selected any of the images D1 to D4 ata crossing point P5, a game is executed in a shop P7 in the transversedirection of the crossing point P5, the routine in the game is thenadvanced to a crossing point P2 that is provided in the transversedirection of the shop P7. That is, when a shop in the transversedirection is selected at a crossing point, after the game has completedin the shop, the routine advances in a direction opposite to a directionin which the routine has reached the shop. Specifically, in a case wherethe routine has advanced from the crossing point P5 to the shop P7 inaccordance with the player selection, after the game has completed inthe shop P7, the routine advances from the shop P7 to the crossing pointP2, or alternatively, in a case where the routine has advanced from thecrossing point P2 to the shop P7, after the game has completed in theshop P7, the routine advances from the shop P7 to the crossing point P5.

In this way, if the game in the shop in the transverse direction isselected in a selection operation of any of the images D1 to D5 (FIG.41), the routine advances in a transverse direction that is differentfrom an upward direction in which the routine should advance to a goal,and as a result, more time is required for migration to a lottery gameto be played after the goal has been reached, the lottery gamesuggesting a possibility that a player may obtain a greater prize. Inthis manner, in a case where a route going up to the goal becomes aroundabout way, there may be a case in which a prize is obtained bymeans of a game in shop in that route or there may be a case in whichthe third bonus game (the Koyuki bonus game) forcibly completes, forexample, and there may be a case in which a situation is advantageous ordisadvantageous to a player in comparison with a case in which the goalis reached in a short route. In this respect, the gaming entertainingproperty to be imparted to the player can be enhanced.

The main CPU 71 advances the game after selection of any of the imagesD1 to D4 at a crossing point (step S492, S493, or S494) and thendetermines whether or not the goal has been reached (step S495). In acase where the goal has not been reached, the main CPU 71 causes theroutine to migrate from step S495 to the step S490 described above byobtaining a negative result in step S495 and then displays a selectionoperation image at a cross point according to the progress of a game.

On the other hand, in a case where the goal has been reached, the mainCPU 71, as shown in FIG. 42, causes light to be emitted from a lamp atthe back side of a region P12 that is indicative of a goal point in theupper image display panel 131, thereby informing a player that the goalhas been reached. In addition, the main CPU 71 causes the routine tomigrate from step S495 to step S496 shown in FIG. 34 by obtaining anaffirmative result in step S495 and then determines whether or not acounter value has reached 5. In a case where the counter value has notreached 5, the fact designates that the number of repetitions of loopmigrating to the first bonus game (the Koharu bonus game) or the secondbonus game (the Konatsu bonus game) after the goal has been reached is 5times or less. The main CPU 71 causes the routine to migrate from stepS496 to step S497 by obtaining a negative result in step S496,increments the counter value, and then performs game lottery (stepS498).

The game lottery used here is a processing operation of determining anyof items of migration to the first bonus game (the Koharu bonus game),migration to the second bonus game (the Konatsu bonus game), andawarding a prize in the third bonus game (the Koyuki bonus game) bymeans of lottery. The main CPU 71, as shown in FIG. 43 displays imagesE1 to E3 that are indicative of three person's shadows suggesting thefirst to third bonus games, on the lower image display panel 141, andthen, causes a player to select any of these person's shadows. Theplayer operates to press any of the three person's shadows that aredisplayed on the lower image display panel 141, whereby the main CPU 71recognizes the selected shadow, based on an output signal from the touchpanel 114 that is provided in the lower image display panel 141.

The main CPU 71 then determines the contents with which the selectedshadow is associated (any of items of migration to the first bonus game,migration to the second bonus game, and awarding a prize in the thirdbonus game) as the contents of the progress selected by the player.While an association between the three person's shadows that can beselected by the player and the contents of the progress of a game isdetermined by means of lottery every time game lottery (step S498) isexecuted, each of the contents of the progress may be determined bymeans of lottery every time game lottery (step S498) is executedirrespective of which shadow is selected by the player.

The main CPU 71 determines whether or not an item of awarding a prize inthe third bonus game (the Koyuki bonus game) has been selected as aresult of the game lottery in step S498 (step S499). In a case where theitem of awarding a prize has not been selected in the third bonus game(the Koyuki bonus game), the main CPU 71 causes the routine to migratefrom step S499 to step S500 by obtaining a negative result in step S499and then determines whether or not the contents of the progress selectedin step S498 are an item of migration to the first bonus game (theKoharu bonus game).

In a case where the contents of the selected progress are the item ofmigration to the first bonus game (the Koharu bonus game), the main CPU71 causes the routine to migrate from step S500 to step S501 byobtaining an affirmative result in step S500 and then executes the firstbonus game (the Koharu bonus game). The first bonus game (the Koharubonus game) used herein is a game described above with reference to FIG.25 or FIG. 28. In this manner, in the third bonus game (the Koyuki bonusgame), in a case where the first bonus game (the Koharu bonus game) hasbeen selected in a selection operation made after the goal has beenreached, a processing loop that migrates to the first bonus game (theKoharu bonus game) is executed.

In a case where migration to the first bonus game (the Koharu bonusgame) has been selected in the step S496 described above, light isemitted from the lamps that are provided at the back sides of a rightfan symbol and a symbol of a former Japanese courtesan called “Oiran”that is associated with the right fan symbol, from among the threemanual fan symbols that are drawn upward of the goal in the upper imagedisplay panel 131, whereby the right fan is brightly seen to enable aplayer to recognize that the routine migrates to the first bonus game(the Koharu bonus game).

On the other hand, in a case where the contents of the progress selectedin the step S498 described above are none of the items of awarding aprize in the third bonus game (the Koyuki bonus game) and migration tothe first bonus game (the Koharu bonus game), the main CPU 71 causes theroutine to migrate from step S500 to step S502 by obtaining a negativeresult in step S500 and then executes the second bonus game (the Konatsubonus game). The second bonus game (the Konatsu bonus game) is a gamedescribed above with reference to FIG. 29 or FIG. 32. In this manner, inthe third bonus game (the Koyuki bonus game), in a case where the itemof migration to the second bonus game (the Konatsu bonus game) has beenselected in a selection operation made after the goal has been reached,a processing loop that migrates to the second bonus game (the Konatsubonus game) is executed.

In a case where the item of migration to the second bonus game (theKonatsu bonus game) has been selected in the step S496 described above,light is emitted from the lamps that are provided at the back sides of aleft fan symbol and a symbol of a former Japanese courtesan called“Oiran” that is associated with the left fan symbol, from among thethree fan symbols that are drawn upward of the goal in the upper imagedisplay panel 131, whereby the left fan is brightly seen to enable aplayer to recognize that the routine migrates to the second bonus game(the Konatsu bonus game).

In addition, in a case where the game selected in the step S498described above has been the item of awarding a prize in the third bonusgame (the Koyuki bonus game), the main CPU 71 causes the routine tomigrate from step S499 to step S504 by obtaining a negative result instep S499; awards a final prize in the third bonus game (the Koyukibonus game) (the prize of 2,000 credits, for example, to be awardedafter the goal has been reached); and completes the third bonus game(the Koyuki bonus game).

In this manner, in the third bonus game (the Koyuki bonus game), in acase where the item of awarding a prize in the third bonus game (theKoyuki bonus game) has been selected in a selection operation made afterthe goal has been reached, the item of awarding a prize in the thirdbonus game (the Koyuki bonus game) is executed and then the third bonusgame completes without migrating to loop processing of migrating to thefirst bonus game (the Koharu bonus game) or the second bonus game (theKonatsu bonus game). In this case, light is emitted from the lamps thatare provided at the back sides of a center fan symbol and a symbol of aformer Japanese courtesan called “Oiran” associated with the center fansymbol, from among the three fan symbols that are drawn upward of thegoal in the upper image display panel 131, whereby the center fan isbrightly seen to enable a player to recognize that the item of awardinga prize is determined in the third bonus game (the Koyuki bonus game)and then the game completes.

On the other hand, in a case where the counter value has reached 5, themain CPU 71 causes the routine to migrate from step S496 to step S504 byobtaining an affirmative result in the step S496 described above; awardsa prize in the third bonus game (the Koyuki bonus game); and completesthe third bonus game (the Koyuki bonus game). In this manner, loopprocessing that migrates from the third bonus game (the Koyuki bonusgame) to the first bonus game (the Koharu bonus game) or the secondbonus game (the Konatsu bonus game) is repeated up to five times thatare defined as its upper limit.

As has been described above, in the third bonus game (the Koyuki bonusgame) shown in FIG. 33 and FIG. 34, a player operates the lower imagedisplay panel 141 (the touch panel 114), whereby the progress of a gameaccording to a result of the operation is displayed on the upper imagedisplay panel 131.

In the upper image display panel 131, a start point P1 of a game isprovided at a bottom part, and a light emitting region at the bottompart moves sequentially in an upward direction in accordance with theprogress of the game. In this manner, a player's eye can move upwardtogether with movement of the light emitting region. When the progressof the game reaches a goal, light is emitted in a goal region P12 thatis provided at the top part of the upper image display panel 131,thereby enabling the player to pay his or her attention to the three fansymbols at the top part. Any of the three fan symbols emits light,thereby enabling the player to recognize a lottery result after the goalhas been reached in the third bonus game (the Koyuki bonus game). At thetop part of the upper image display panel 131, rendering that allows thefan or the symbol of a former Japanese courtesan called “Oiran” to emitlight is performed, thereby enabling another player in hall to beinformed that the goal has been reached in the third bonus game (theKoyuki bonus game).

1. A gaming machine comprising: an input device for starting a basicgame; a plurality of reels on which a plurality of symbol groups arerespectively drawn; a display configured to display an image; anoperating portion that is capable of being operated by a player, forspecifying a change of a payout rate; and a controller configured toexecute processing operations of: (a) based on an input to the inputdevice, randomly determining symbols to be displayed for a player whenscroll of a plurality of symbol arrays stops and then starting a basicgame; (b) scrolling a respective one of a plurality of symbol arraysthat are displayed on the display; (c) based on a result of the randomdetermination, sequentially stopping a respective one of a plurality ofsymbol arrays that are scrolled; (d) in accordance with an operation ofthe operating portion, leaving a bonus symbol for migrating to a bonusgame from among the respective symbols of the stopped symbol arrays andthen re-scrolling symbols; (e) determining whether or not to migrate tothe bonus game, based on a bonus symbol displayed after the re-scroll isstopped and the left bonus symbol; and (f) executing the bonus game,based on a result of the determination.
 2. A gaming machine comprising:an input device for starting a basic game; a plurality of reels on whicha plurality of symbol groups are respectively drawn; a displayconfigured to display an image; an operating portion that is capable ofbeing operated by a player, for specifying a change of a payout rate;and a controller configured to execute processing operations of: (a)based on an input to the input device, randomly determining symbols tobe displayed for a player when scroll of a plurality of symbol arraysstops and then starting a basic game; (b) scrolling a respective one ofa plurality of symbol arrays that are displayed on the display; (c)based on a result of the random determination, sequentially stopping arespective one of a plurality of symbol arrays that are scrolled; (d) inaccordance with an operation of the operating portion, leaving a bonussymbol for migrating to a bonus game from among the respective symbolsof the stopped symbol arrays and then randomly determining whether ornot to re-scroll symbols; (e) re-scrolling symbols, based on thedetermined result; (f) determining whether or not to migrate to thebonus game, based on a bonus symbol displayed after the re-scroll isstopped and the left bonus symbol; and (g) executing the bonus game,based on a result of the determination.
 3. A gaming machine that iscapable of repeatedly executing a unit game, the gaming machinecomprising: an input device for starting a basic game; a plurality ofreels on which a plurality of symbol groups are respectively drawn; adisplay configured to display an image; an operating portion that iscapable of being operated by a player, for specifying a change of apayout rate; and a controller configured to execute processingoperations of: (a) based on an input to the input device, randomlydetermining symbols to be displayed for a player when scroll of aplurality of symbol arrays stops and then starting a basic game; (b)scrolling a respective one of a plurality of symbol arrays that aredisplayed on the display; (c) based on a result of the randomdetermination, sequentially stopping a respective one of a plurality ofsymbol arrays that are scrolled; (d) in accordance with an operation ofthe operating portion, reducing a time interval from start to end of aunit game, and leaving a bonus symbol for migrating to a bonus game fromamong the respective symbols of the stopped symbol arrays and thenre-scrolling symbols; (e) determining whether or not to migrate to thebonus game, based on a bonus symbol displayed after the re-scroll isstopped and the left bonus symbol; and (f) executing the bonus game,based on a result of the determination.